Whether it`s photography, computer graphics, publishing, or video; each medium has a defined color space, or gamut, which defines the extent that a given set of RGB colors can be mixed. When converting from one medium to another, an image must go through some form of conversion which maps colors into the destination color space. The conversion process isn`t always straight forward, easy, or reversible. In video, two common analog composite color spaces are Y`tjv (used in PAL) and Y`IQ (used in NTSC). These two color spaces have been around since the beginning of color television, and are primarily used in video transmission. Another analog scheme used in broadcast studios is Y`, R`-Y`, B`-Y` (used in Betacam and Mll) which is a component format. Y`, R`-Y`,B`-Y` maintains the color information of RGB but in less space. From this, the digital component video specification, ITU-Rec. 601-4 (formerly CCIR Rec. 601) was based. The color space for Rec. 601 is symbolized as Y`CbCr. Digital video formats such as DV, Dl, Digital-S, etc., use Rec. 601 to define their color gamut. Digital composite video (for D2 tape) is digitized analog Y`UV and is seeing decreased use. Because so much information is contained in video, segments of any significant length usually require some form of data compression. All of the above mentioned analog video formats are a means of reducing the bandwidth of RGB video. Video bulk storage devices, such as digital disk recorders, usually store frames in Y`CbCr format, even if no other compression method is used. Computer graphics and computer animations originate in RGB format because RGB must be used to calculate lighting and shadows. But storage of long animations in RGB format is usually cost prohibitive and a 30 frame-per-second data rate of uncompressed RGB is beyond most computers. By taking advantage of certain aspects of the human visual system, true color 24-bit RGB video images can be compressed with minimal loss of visual information
Lykke, Olesen, Andreas; Hansen, Thomas Riisgaard; Eriksson, Eva
Mixed Interaction Space is a new concept that uses the mobile phone to interact with either applications on the phone or in the environment by tracking the position and rotation with the camera in 4 dimmension. Most mobile devices today has a camera onboard. In the project about Mixed Interaction...
A new video game in which the player stalks and shoots fellow students and teachers in school settings is drawing fire from school district officials. "School Shooter: North American Tour 2012" is a first-person game that allows the player to move around a school and collect points by killing defenseless students and teachers. The game,…
Kalva, Hari; Parikh, Anish; Srinivasan, Avinash
Video carving has become an essential tool in digital forensics. Video carving enables recovery of deleted video files from hard disks. Processing data to extract videos is a computationally intensive task. In this paper we present two methods to accelerate video carving: a method to accelerate fragment extraction, and a method to accelerate combining of these fragments into video segments. Simulation results show that complexity of video fragment extraction can be reduced by as much as 75% with minimal impact on the videos recovered.
At Bell High School (Los Angeles, California), students have been using video cameras, computers and editing machines to create videos in a variety of forms and on a variety of topics; in this setting, video is the textual medium of expression. A study was conducted using participant-observation and interviewing over the course of one school year…
Full Text Available Despite the dominant view that distinguishes video game space from other spatial representations as navigable space, someone who engages with the screen space of a video game must first and foremost rest at an ideal viewing spot in physical space, which is in accord with the requirements of a proper screening. In other words, one’s illusory experience of navigable space becomes possible only if one’s body in physical space occupies the visual center on which the scenographic arrangement relies in order to function.
gender-based violence in schools and the use of the participatory video as method. .... in various NRF-funded research projects since 2004, introducing various ... Wang's (1999) use of photovoice with women farm labourers in China which ...
A narrated overview of the construction and assembly of the International Space Station (ISS) is given through a collection of clips ranging from the launch of the Russian Proton rocket containing the Zvezda module to computerized animations showing the installation of the Zarya and Unity connecting modules. Footage from some of the space missions that assembled the ISS in space (i.e., STS-106 and STS-92) are seen. The Z1 truss (including the deployment of the solar arrays), Destiny Laboratory Module, Leonardo Module, the Japanese Kibo Experiment Module, Columbus Pressurized Module, and the ISS's robotic arm are seen. Animations show the assembly and evolution of the ISS as new components are added.
Ecliptic Enterprises Corporation, headquartered in Pasadena, California, provided onboard video systems for rocket and space shuttle launches before it was tasked by Ames Research Center to craft the Data Handling Unit that would control sensor instruments onboard the Lunar Crater Observation and Sensing Satellite (LCROSS) spacecraft. The technological capabilities the company acquired on this project, as well as those gained developing a high-speed video system for monitoring the parachute deployments for the Orion Pad Abort Test Program at Dryden Flight Research Center, have enabled the company to offer high-speed and high-definition video for geosynchronous satellites and commercial space missions, providing remarkable footage that both informs engineers and inspires the imagination of the general public.
Betz, Jessie M. Bethly
The Video Distribution Subsystem (VDS) for Space Station Freedom provides onboard video communications. The VDS includes three major functions: external video switching; internal video switching; and sync and control generation. The Video Subsystem Routing (VSR) is a part of the VDS Manager Computer Software Configuration Item (VSM/CSCI). The VSM/CSCI is the software which controls and monitors the VDS equipment. VSR activates, terminates, and modifies video services in response to Tier-1 commands to connect video sources to video destinations. VSR selects connection paths based on availability of resources and updates the video routing lookup tables. This project involves investigating the current methodology to automate the Video Subsystem Routing and developing and testing a prototype as 'proof of concept' for designers.
Palmgren-Neuvonen, Laura; Jaakkola, Maarit; Korkeamäki, Riitta-Liisa
This article reports a case study on sChOOLtv, an online television for primary and secondary schools that aims to bridge the media gap between in-school and out-of-school learning environments. Contrary to its creators' expectations, the number of published videos has not increased since its establishment. Furthermore, the videos were mostly…
Humans are emotional beings. From day to day the modern world inspires emotions in us. A walk in the forest calms us, whereas hanging out in a pub invigorates and cheers us up. In most cases we are not aware of the visual effects, with which our surroundings effect our feelings and emotions (Starmer, A., 2010). In school colors also have a big impact on our mood, readiness to work, keeping up with the class and our efficiency. My diploma thesis is divided into theoretical part, in which w...
Full Text Available This study aims at overcoming difficulty in learning language, both in Indonesian Language and English at international elementary school, especially in creative writing. Creative writing as part of human activity is creativity with language medium as prose (narrative, description, poem (old, new and modern, as well as drama (dialogue, role play, and sosio drama. Specific target to be achieved is the design of Video Streaming for all kinds of creative writing in the language of Indonesian and English. This investigation is a continuation of the previos investigation that has managed to make a video leaning in English for Math and Science as integrated learning to early class at international elementary school. The method used follow the principles of developmental reasearch. The firts stage is script writing video streaming through brainstorming with teachers, lecturers, teams of investigators Indonesia (UPI and Malaysia (USM. The second stage manuscript, making finalization Video Streaming, make the Web, media experts and creative writing material team investigators. The third stage, testing the Video Streaming, Web and dissemination of results into all the international elementary school in Indonesia and Malaysia.
Pujol, Jesus; Fenoll, Raquel; Forns, Joan; Harrison, Ben J; Martínez-Vilavella, Gerard; Macià, Dídac; Alvarez-Pedrerol, Mar; Blanco-Hinojo, Laura; González-Ortiz, Sofía; Deus, Joan; Sunyer, Jordi
Despite extensive debate, the proposed benefits and risks of video gaming in young people remain to be empirically clarified, particularly as regards an optimal level of use. In 2,442 children aged 7 to 11 years, we investigated relationships between weekly video game use, selected cognitive abilities, and conduct-related problems. A large subgroup of these children (n = 260) was further examined with magnetic resonance imaging approximately 1 year later to assess the impact of video gaming on brain structure and function. Playing video games for 1 hour per week was associated with faster and more consistent psychomotor responses to visual stimulation. Remarkably, no further change in motor speed was identified in children playing >2 hours per week. By comparison, the weekly time spent gaming was steadily associated with conduct problems, peer conflicts, and reduced prosocial abilities. These negative implications were clearly visible only in children at the extreme of our game-playing distribution, with 9 hours or more of video gaming per week. At a neural level, changes associated with gaming were most evident in basal ganglia white matter and functional connectivity. Significantly better visuomotor skills can be seen in school children playing video games, even with relatively small amounts of use. Frequent weekly use, by contrast, was associated with conduct problems. Further studies are needed to determine whether moderate video gaming causes improved visuomotor skills and whether excessive video gaming causes conduct problems, or whether children who already have these characteristics simply play more video games. Ann Neurol 2016;80:424-433. © 2016 American Neurological Association.
Administrators are constantly seeking ways to cost-effectively and adequately increase security and improve efficiency in K-12 schools. While video is not a new tool to schools, the shift from analog to network technology has increased the accessibility and usability in a variety of applications. Properly installed and used, video is a powerful…
Moreira, Daniel; Avila, Sandra; Perez, Mauricio; Moraes, Daniel; Testoni, Vanessa; Valle, Eduardo; Goldenstein, Siome; Rocha, Anderson
As web technologies and social networks become part of the general public's life, the problem of automatically detecting pornography is into every parent's mind - nobody feels completely safe when their children go online. In this paper, we focus on video-pornography classification, a hard problem in which traditional methods often employ still-image techniques - labeling frames individually prior to a global decision. Frame-based approaches, however, ignore significant cogent information brought by motion. Here, we introduce a space-temporal interest point detector and descriptor called Temporal Robust Features (TRoF). TRoF was custom-tailored for efficient (low processing time and memory footprint) and effective (high classification accuracy and low false negative rate) motion description, particularly suited to the task at hand. We aggregate local information extracted by TRoF into a mid-level representation using Fisher Vectors, the state-of-the-art model of Bags of Visual Words (BoVW). We evaluate our original strategy, contrasting it both to commercial pornography detection solutions, and to BoVW solutions based upon other space-temporal features from the scientific literature. The performance is assessed using the Pornography-2k dataset, a new challenging pornographic benchmark, comprising 2000 web videos and 140h of video footage. The dataset is also a contribution of this work and is very assorted, including both professional and amateur content, and it depicts several genres of pornography, from cartoon to live action, with diverse behavior and ethnicity. The best approach, based on a dense application of TRoF, yields a classification error reduction of almost 79% when compared to the best commercial classifier. A sparse description relying on TRoF detector is also noteworthy, for yielding a classification error reduction of over 69%, with 19× less memory footprint than the dense solution, and yet can also be implemented to meet real-time requirements
Simpson, Elizabeth; Clem, Frances A.
During the fall 2005 semester, an eighth grade teacher in a Laramie, Wyoming, middle school made an urgent plea for more progressive tools for a beginning computers course. Janet Johnson, a veteran teacher returning to the classroom after a hiatus of 10 years, was frustrated with the apparent lack of motivation and engagement by the students. She…
Full Text Available This paper presents a channel-adaptive video streaming scheme which adjusts video bit rate according to channel conditions and transmits video through a hybrid RF/free space optical (FSO laser communication system. The design criteria of the FSO link for video transmission to 2.9 km distance have been given and adaptive bit rate video streaming according to the varying channel state over this link has been studied. It has been shown that the proposed structure is suitable for uninterrupted transmission of videos over the hybrid wireless network with reduced packet delays and losses even when the received power is decreased due to weather conditions.
Lincoln, Andrew E; Caswell, Shane V; Almquist, Jon L; Dunn, Reginald E; Hinton, Richard Y
Boys' lacrosse has one of the highest rates of concussion among boys' high school sports. A thorough understanding of injury mechanisms and game situations associated with concussions in boys' high school lacrosse is necessary to target injury prevention efforts. To characterize common game-play scenarios and mechanisms of injury associated with concussions in boys' high school lacrosse using game video. Descriptive epidemiological study. In 25 public high schools of a single school system, 518 boys' lacrosse games were videotaped by trained videographers during the 2008 and 2009 seasons. Video of concussion incidents was examined to identify game characteristics and injury mechanisms using a lacrosse-specific coding instrument. A total of 34 concussions were captured on video. All concussions resulted from player-to-player bodily contact. Players were most often injured when contact was unanticipated or players were defenseless (n = 19; 56%), attempting to pick up a loose ball (n = 16; 47%), and/or ball handling (n = 14; 41%). Most frequently, the striking player's head (n = 27; 79%) was involved in the collision, and the struck player's head was the initial point of impact in 20 incidents (59%). In 68% (n = 23) of cases, a subsequent impact with the playing surface occurred immediately after the initial impact. A penalty was called in 26% (n = 9) of collisions. Player-to-player contact was the mechanism for all concussions. Most commonly, injured players were unaware of the pending contact, and the striking player used his head to initiate contact. Further investigation of preventive measures such as education of coaches and officials and enforcement of rules designed to prevent intentional head-to-head contact is warranted to reduce the incidence of concussions in boys' lacrosse.
Lieury, Alain; Lorant, Sonia; Trosseille, Bruno; Champault, Françoise; Vourc'h, Ronan
Video games are a very common leisure activity among teenagers and the aim of this study is to analyse their relations with cognitive and school performances. This study is part of a broad survey, conducted on 27,000 French teenagers (14.5 years old) in middle school (9th grade). The survey contained both a questionnaire on leisure activities…
Suzan DUYGU ERIŞTI
Full Text Available This study investigated Turkish and Canadian primary school students’ ways of expressing their perception of cultural understanding through video conferencing and that of cultural interaction through video conferencing. The qualitative research data were collected in the form of interviews. The results obtained were analyzed and interpreted based on the quantitative content analysis method. The research results revealed that the majority of the students explained their viewpoints through the effectiveness of the process. The students highlighted the importance of learning a different culture, using technology effective and recognizing new friends in the process. Most of the students indicated that videoconferencing encouraged them to learn and understand about different cultures, helped them develop cultural awareness, attracted their attention and increased their motivation.
Svedhem, Hâkan; Koschny, Detlef
Modern spacecraft with high data transmission capabilities have opened up the possibility to fly video rate imagers in space. Several fields concerned with observations of transient phenomena can benefit significantly from imaging at video frame rate. Some applications are observations and characterization of bolides/meteors, sprites, lightning, volcanic eruptions, and impacts on airless bodies. Applications can be found both on low and high Earth orbiting spacecraft as well as on planetary and lunar orbiters. The optimum wavelength range varies depending on the application but we will focus here on the near infrared, partly since it allows exploration of a new field and partly because it, in many cases, allows operation both during day and night. Such an instrument has to our knowledge never flown in space so far. The only sensors of a similar kind fly on US defense satellites for monitoring launches of ballistic missiles. The data from these sensors, however, is largely inaccessible to scientists. We have developed a bread-board version of such an instrument, the SPOSH-IR. The instrument is based on an earlier technology development - SPOSH - a Smart Panoramic Optical Sensor Head, for operation in the visible range, but with the sensor replace by a cooled IR detector and new optics. The instrument is using a Sofradir 320x256 pixel HgCdTe detector array with 30µm pixel size, mounted directly on top of a four stage thermoelectric Peltier cooler. The detector-cooler combination is integrated into an evacuated closed package with a glass window on its front side. The detector has a sensitive range between 0.8 and 2.5 µm. The optical part is a seven lens design with a focal length of 6 mm and a FOV 90deg by 72 deg optimized for use at SWIR. The detector operates at 200K while the optics operates at ambient temperature. The optics and electronics for the bread-board has been designed and built by Jena-Optronik, Jena, Germany. This talk will present the design and the
Describes benefits of integrating video production into high school curricula. Hardware requirements are suggested, including a camcorder, video cassette recorder, computer, software, converter, character generator, and editing machine; and typical video production projects are described, including a yearbook, documentaries, tutorials, music…
National Aeronautics and Space Administration — In this project, the development of a novel panoramic, stereoscopic video system was proposed. The proposed system, which contains no moving parts, uses three-fixed...
Bjordal, Sunniva Alsvik; Skumsnes, Toril; Ørland, Anette
The aim of this study was to estimate the prevalence and correlates of video game addiction among high school students (N = 531) in Hordaland county, Norway. Video game addiction measured by the Game Addiction Scale for Adolescents was estimated both by a monothetic and a polythetic format. The prevalence was found to be 2.5% and 12.5%, respectively. Regression analyses were conducted where video game addiction comprised the dependent variable. Demographic variables, depression, anxiety, lone...
Wilson, Kaitlyn P.
Purpose: Video modeling is an intervention strategy that has been shown to be effective in improving the social and communication skills of students with autism spectrum disorders, or ASDs. The purpose of this tutorial is to outline empirically supported, step-by-step instructions for the use of video modeling by school-based speech-language…
Woody, Tammy Lynn
This study explored elementary school counselors' perceptions of working with students exposed to violent video games. Certified elementary school counselors participated in both an online survey and individual interviews, revealing their observations regarding elementary school children and the phenomenon of gaming. An emphasis was placed on…
Boyle, Michael; Neustaedter, Carman; Greenberg, Saul
Media space research is accompanied by a long-standing debate on the value of awareness leading to casual interaction versus its potential for intended or unintended privacy invasion. This is not just a matter of technology: the trade-off between the two depends very much on the social makeup of the people using the space, how cameras are actually situated, the kinds of activities that typically happen in the space, and so on. This chapter offers a framework — a descriptive theory — that defines how one can think of privacy while analyzing media spaces and their expected or actual use. The framework outlines existing perspectives on privacy and then decomposes privacy into three normative controls for regula ting interpersonal boundaries in an embodied dialectic: solitude, confidentiality, and autonomy. By considering the nuances of these controls, this theory yields a powerful vocabulary of terms that disambiguate the many interrelated and subtle meanings of “privacy.”
Lee, Jung Eun; Huang, Charles; Pope, Zachary; Gao, Zan
Active video games require players to be physically active. Dance Dance Revolution (DDR) is an interactive dancing game that requires fast-foot movement coordinated with energetic music and visuals. The Wii and Xbox Kinect games have also become good active video games for the promotion of physical activity participation. These games are much more…
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
Full Text Available This study attempts to show how the creation of an innovative scenario, introducing video games and online communities as educational resources in the classroom, facilitates the development of new literacies in the context of participatory culture. The experience described was carried out during the 2010-2011 academic year in a secondary school located in Madrid. The workshop was organized using a social simulation video game, The Sims 3, and the online community Play and Learn, created specifically for this project. From an ethnographic perspective, the article focuses mainly on analyzing what happened outside the game sessions, when the students became involved in the online community after interacting with the game in the classroom. The fact that they participated in a virtual conversational space (through a forum serves to support the game and encourage reflection from all participants. The results show that social relationships were developed within the online community, where individual contributions proved especially important for group discussion. Participation made it possible for students to become aware of the speech and rules of the game and to improve the acquisition process of new literacies.
It will be expanded to all pregnant women and their spouses. Visits will cover information on safer pregnancy and delivery and will support couples to adopt safer behaviours in child spacing using culturally relevant practices. The project will further work with state governments, in particular the Bauchi State Primary Health ...
Full Text Available With the development of technology information, the profile of a community/institution became an integral part to declare the existence of a community/institution. No exception in adolescents who are active in various communities. In adolescents, the community profile in form video become a preferred tool because it is easier and dynamic. A short video making that expressed the community profile of high school students needs a video editing techniques. This community service program, official provides training and mentoring for high school students at Bopkri 2 Yogya to make their community's profile. The training was attended by 31 students of class 10 and 11, of which the majority comes from extracurricular photography participants. Students were divided into six groups. Training material includes an explanation of the various types of profiles, using the tools and techniques of video recording, video editing. At the last meeting, students were asked to present the results of the video that has been made. The final result is five community profile videos uploaded to Youtube. Constraints faced is the availability of tools support. Some students do not have a laptop and a recorder with an adequate specification causing the quality of the video is less than the maximum.
Gambari, Amosa Isiaka; Yaki, Akawo Angwal; Gana, Eli S.; Ughovwa, Queen Eguono
The study examined the effects of video-based multimedia instruction on secondary school students' achievement and retention in biology. In Nigeria, 120 students (60 boys and 60 girls) were randomly selected from four secondary schools assigned either into one of three experimental groups: Animation + Narration; Animation + On-screen Text;…
Full Text Available In this paper we report the performance and preliminary results of studies carried outduring the years 2007-2008 in a research project called InnoArch, Places and Spaces for Learning.InnoArch is a part of a large trans-disciplinary InnoSchool consortium (1.1.2007- 28.2.2010 aiming todevelop a set of research-based good practices, processes, models and designs for the Future SchoolConcept. InnoArch research has focused partly on “place and mapping”, which includes a place-based approachto pedagogical processes. On the other hand the research has concentrated on “space andexperience”, which includes architectural or spatial analyses of the building and the neighborhood. The spatial experience on each environmental scale is perceived with all senses: sight, hearing, taste, smell,touch and body awareness. Indoor studies are mainly about “creating and experiencing the space”,something that has great bearing on architectural thinking when designing the future school. The non-physical virtual space is seen as a mediator between the physical environment (neighborhoodand the PjBLL (Project Based Learning Lab at Jakomäki School in Helsinki. Places in the physical environment can be located on the commentary map, which will be constructed in the School Forum byteachers and students.The pupils themselves have an opportunity to personalize the room which is here described as a PjBLL.The room provides possibilities to pursue video observation as well as participative observation and participative design research during architectural workshops. These studies were conducted together with teachers, the pedagogical focus being on TSL processes and the architectural view on physicaland virtual spaces. Sustainability is within the focus of both the environmental studies as well as in lifelongand life-wide learning processes. The pedagogical idea based on inquiry-based learning encourages to strengthen pupils´ epistemic agency in the local community
Analyzing schools as racial spaces can help researchers examine the role of teachers in the perpetuation of structural racism in schools. Based on ethnographic and autoethnographic work, this article offers examples of schools as racial spaces, spaces where whiteness controlled access. It also highlights four teachers who pursued racial equity in…
Eskasasnanda, I Dewa Putu
Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia. The traditional games that are famous formerly have been replaced by the modern games like online video game. This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang. This study reveal that students play video games online due to peers pressure; a...
James, D C; Rienzo, B A; Frazee, C
Focus group interviews were used to develop a nutrition education video and a teacher's guide for use in Florida high schools. Authors conducted a pilot and four focus group interviews with ninth grade students in five geographically distinct regions of Florida. Most students agreed that a video with scenarios or success stories would work well. Teens expressed interest in 10 topics: eating disorders; consequences of unhealthy eating; preparing quick, healthy meals; what constitutes a balanced diet; nutrition and fitness; weight control; food and the environment; the food guide pyramid; nutrition facts and fallacies; and food labels. Students suggested no more than three or four topics should be covered in the video, and the video cast should consist mainly of teen-agers with different body sizes, who were average, attractive, and from different ethnic backgrounds. Music was recommended only for transitions between scenes, as background, or during the credits.
safe schools; that the 'keepers of safety' are perpetuating gender-based violence at school; and that ... punishment, bullying, verbal and psychological abuse, and any form of aggressive behaviour that is violent. .... as a key concern in a previous study involving teachers, community health workers, parents, and learners from ...
Gender-based violence is pervasive in South African society and is often seen as the driver of HIV, particularly affecting youth. Rural KwaZulu-Natal, where we have been working in a district in an on-going university-school partnership, is noted as the epicentre of the epidemic. The two secondary schools in this study were ...
Hastings, Erin C.; Karas, Tamara L.; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon
This study examined the amount and content of children’s video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child’s game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational cont...
Zorbaz, Selen Demirtas; Ulas, Ozlem; Kizildag, Seval
This study seeks to analyze whether or not the following three variables of "Discouraging Family Relations," "Supportive Family Relations," "Total Time Spent on the Computer," and "Grade Point Average (GPA)" predict elementary school students' video game addiction rates, and whether or not there exists a…
Pitts, David E.; Vaughan, Otha H., Jr.; Sapp, Clyde A.; Helms, David; Chambers, Mark; Jaklitch, Pat; Duncan, Mike
Flash rates measured from the Space Shuttle range from 27.8 flashes per minute to 77 flashes per minute. The cloud is an optically thick medium which effectively scatters the energy from a lightning discharge and thereby broadens the risetime and duration of each lightning pulse. Because of the small size, spacecraft sensors with resolutions of 1 km or more are unlikely to detect the individual lightning channels. Instead, the energy from the lightning channel is scattered within the cloud, thereby broadening the apparent area. All of these measurements of lightning flash area and flash rate have involved manual manipulation and analysis of the video or film data. Only a small percentage of the Space Shuttle lightning video has been analyzed. An attempt is made to combine the use of real-time digital disk system and an automated analysis routine in order to overcome this limitation and make processing of a sequence of video frames a much less labor-intensive task.
Dany, Lionel; Moreau, Laure; Guillet, Clémentine; Franchina, Carmelo
Aim : Screen-based media use is gradually becoming a public health issue, especially among young people.Method : A local descriptive observational study was conducted in 11 colleges of the Bouches-du-Rhône department. All middle high school students were asked to fill in a questionnaire comprising questions about their demographic characteristics, their screen-based media use (Internet, video games, social networks), any problematic use (video games and social networks), self-esteem and quality of life.Results : A total of 950 college students (mean age : 12.96 years) participated in the research. The results show a high level and a very diverse screen-based media use. Boys more frequently played video games and girls go more frequently used social networks. The levels of problematic use were relatively low for all middle high school students. The level of problematic video game use was significantly higher in boys, and the level of problematic social network use was higher in girls.Conclusion : Differences in the use of video games or social networks raise the general issue of gender differences in society. This study indicates the need for more specific preventive interventions for screen-based media use. The addictive “nature” of certain practices needs to be studied in more detail.
Space-related educational activities is a very inspiring and attractive way to involve students into science courses, present them the variety of STEM careers that they can follow, while giving them at the same time the opportunity to develop various practical and communication skills necessary for their future professional development. As part of a large scale extracurricular course in Space Science, Space Technology and Robotics that has been introduced in our school, our students, divided in smaller groups of 3-4 students in each, try to understand the challenges that current and future space exploration is facing. Following a mixture of an inquiry-based learning methodology and hands-on practical activities related with constructions and experiments, students get a glimpse of the pre-mentioned fields. Our main goal is to gain practical knowledge and inspiration from the exciting field of Space, to attain an adequate level of team spirit and effective cooperation, while developing technical and research data-mining skills. We use the following two approaches: 1. Constructive (Technical) approach Designing and constructing various customized robotic machines, that will simulate the future space exploration vehicles and satellites needed to study the atmosphere, surface and subsurface of planets, moons or other planetary bodies of our solar system that have shown some promising indications for the existence of life, taking seriously into account their special characteristics and known existing conditions (like Mars, Titan, Europa & Enceladus). The STEM tools we use are the following: - LEGO Mindstorms: to construct rovers for surface exploration. - Hydrobots: an MIT's SeaPerch program for the construction of submarine semi-autonomous robots. - CanSats: Arduino-based microsatellites able to receive, record & transmit data. - Space balloons: appropriate for high altitude atmospheric measurements & photography. 2. Scientific approach Conducting interesting physics
Full Text Available The author of this article argues that learning in school is an outmoded practice that needs to be reevaluated in light of current practices that children engage in outside of school as well as skills needed for the future. She draws on the philosophy of learning proposed by John Holt and researchers who have carried over his philosophy to demonstrate the qualities of real learning. Then, she demonstrates that learning principles built into the video games as proposed by James Gee, are more effective in engaging players in skills needed in the 21st century than many activities students perform in school.
Full Text Available The author of this article argues that learning in school is an outmoded practice that needs to be reevaluated in light of current practices that children engage in outside of school as well as skills needed for the future. She draws on the philosophy of learning proposed by John Holt and researchers who have carried over his philosophy to demonstrate the qualities of real learning. Then, she demonstrates that learning principles built into the video games as proposed by James Gee, are more effective in engaging players in skills needed in the 21st century than many activities students perform in school.
Burns-Nader, Sherwood; Hernandez-Reif, Maria; Thoma, Stephen J
This study examines how different types of activities, including medical play, typical play, and videos, affect the mood and behaviors of children visiting a pediatric office. Seventy-two school-aged children visiting a pediatrician's office were randomly assigned to 1 of 4 groups: medical play, medical information video, typical play, and nonmedical information video control. Children completed a mood self-report measure and their behaviors were recorded during triage by nurses. The medical information video improved the school-aged children's mood. Children in the medical information video displayed less difficult behaviors during procedures than the medical play group. The findings suggest that providing information about medical equipment through a video of a child engaging in medical play may benefit children visiting the pediatrician.
This paper explores the use of video-stimulated recall as a reflective approach for supporting the development of third spaces in action research. The concept of third spaces is used as a conceptual descriptor of the specific intercultural context and relations between the researcher and participants present within the project. The paper…
Cihak, David F.; Kildare, Laura K.; Smith, Catherine C.; McMahon, Don D.; Quinn-Brown, Luella
Four middle school students with autism spectrum disorders participated in a brief functional analysis and a video Social Stories[TM] intervention to remediate attention-seeking and task-avoidance behaviors. Results indicated that matching video Social Stories[TM] to specific functions of behaviors increased task-engagement behaviors in the…
Lee, June; Yoon, Seo Young; Lee, Chung Hyun
The purposes of the study are to investigate CHLS (Cyber Home Learning System) in online video conferencing environment in primary school level and to explore the students' responses on CHLS-VC (Cyber Home Learning System through Video Conferencing) in order to explore the possibility of using CHLS-VC as a supportive online learning system. The…
Reshadat, S; Ghasemi, S R; Ahmadian, M; RajabiGilan, N
.... This cross-sectional study aimed to evaluate the relationship between playing computer or video games with mental health and social relationships among students in guidance schools in Kermanshah...
This analysis draws on interview data from a three-year study of educational decision making of youth living in a coastal community in Atlantic Canada. Students whose educational and mobility aspirations extend outside the known spaces of the community develop the ability to negotiate multiple social spaces in and out of school. The school- …
Tupper, Jennifer A.; Carson, Terry; Johnson, Ingrid; Mangat, Jyoti
This study explored how high school students negotiate school spaces beyond the classroom within a broader context of citizenship education and identity construction. Using visual hermeneutics, researchers worked over three years with students and staff in a large, diverse, urban, public high school. Through student-produced photographs of school…
Pablo José García Sempere
Full Text Available The adoption of ICT in society and specifically in schools is changing the relationships and traditional means of teaching. These new situations require teachers to assume new roles and responsibilities, thereby creating new demands for training. The teaching body concurs that "teachers require both and initial and ongoing training in the use of digital video cameras and video editing." This article presents the main results of research that focused on the applications of digital video camera for teachers of primary education schools in the province of Granada, Spain.
Young people bring their own media and literacy practices to school as an important part of their identity, taste and social life. These practices are changing the media ecology of schools, making the physical boundaries of schools more permeable and creating new, unofficial spaces at school. During peer-based learning, the enhanced media…
Watson, William R.; Mong, Christopher J.; Harris, Constance A.
This study examines the case of a sophomore high school history class where "Making History", a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school…
The outreach and education components of the International Space Station Program are creating a number of materials, programs, and activities that educate and inform various groups as to the implementation and purposes of the International Space Station. One of the strategies for disseminating this information to K-12 students involves an electronic class room using state of the art video conferencing technology. K-12 classrooms are able to visit the JSC, via an electronic field trip. Students interact with outreach personnel as they are taken on a tour of ISS mockups. Currently these events can be generally characterized as: Being limited to a one shot events, providing only one opportunity for students to view the ISS mockups; Using a "one to many" mode of communications; Using a transmissive, lecture based method of presenting information; Having student interactions limited to Q&A during the live event; Making limited use of media; and Lacking any formal, performance based, demonstration of learning on the part of students. My project involved developing interactive lessons for K-12 students (specifically 7th grade) that will reflect a 2nd generation design for electronic field trips. The goal of this design will be to create electronic field trips that will: Conform to national education standards; More fully utilize existing information resources; Integrate media into field trip presentations; Make support media accessible to both presenters and students; Challenge students to actively participate in field trip related activities; and Provide students with opportunities to demonstrate learning
Вита Иммануиловна Глизбург
Full Text Available The article deals with teachers and professional competence tyutorskoy, tutor support schools in the information space. The main requirements to the tutor support in the information space of schools, conditions of readiness of the teacher to tutor support schools in the information space. A theoretical analysis of the concept of information competence, tyutorskoy competence. It is noted that in thestructure of information competence must exist an element associated with the motivation, need and interest in the acquisition of knowledge and skills in the field of technical, software and information. Formulated key performance indicators definition of information competence of the tutor. The authors noted that information and work with it is in the modern educational and information space school mandatory components of pedagogical activity as a system.Analyzed and presented on the basis of the author’s experience of the possibility of using information and educational Moodle shell with tutor support positions in the information space of schools, sets out the basic elements and resources Moodle shell with a description of the implementation. In particular, the disclosed educational resources information and educational shell Moodle for remote support learning. The article describes a model developed by the author’s tutor support schools in the information space.
The study investigated the unconventional uses to which school libraries spaces are subjected to in secondary schools. A randomly selected five hundred and two (502) undergraduates of Tai Solarin University of Education were used for the study. Data were collected using a structured questionnaire at the University ...
Norris, Emma; Hamer, Mark; Stamatakis, Emmanuel
To assess the quality of evidence for the effects of school active video game (AVG) use on physical activity and health outcomes. Online databases (ERIC, PsycINFO, PubMed, SPORTDiscus, and Web of Science) and gray literature were searched. Inclusion criteria were the use of AVGs in school settings as an intervention; assessment of at least 1 health or physical activity outcome; and comparison of outcomes with either a control group or comparison phase. Studies featuring AVGs within complex interventions were excluded. Study quality was assessed using the Effective Public Health Practice Project tool. Twenty-two reports were identified: 11 assessed physical activity outcomes only, 5 assessed motor skill outcomes only, and 6 assessed both physical activity and health outcomes. Nine out of 14 studies found greater physical activity in AVG sessions compared with controls; mostly assessed by objective measures in school time only. Motor skills were found to improve with AVGs vs controls in all studies but not compared with other motor skill interventions. Effects of AVGs on body composition were mixed. Study quality was low in 16 studies and moderate in the remaining 6, with insufficient detail given on blinding, participation rates, and confounding variables. There is currently insufficient evidence to recommend AVGs as efficacious health interventions within schools. Higher quality AVG research utilizing randomized controlled trial designs, larger sample sizes, and validated activity measurements beyond the school day is needed. Copyright © 2016 Elsevier Inc. All rights reserved.
There were many problems happened in the E n g l i s h l e a r n i n g p r o c e s s i n S M P N 1 S e ye g a n , s u c h a s ; (1 the students were afraid of expressing their ideas; (2 they were lack of vocabularies; (3 they were bored in studying English including in their learning speaking. Thus, this research was intended to find out the effectiveness of animation video in teaching speaking to seventh graders in SMP N 1 Seyegan-Sleman. It involved 32 students of 7A as experimental class and 7B as control class. It was experimental study to overcome students’ problem in learning English speaking skill and used pre-test and post-test as the instrument. The used design was quasi-experimental study. It was done with pre-test before treatments and post-test after having treatments. It was found that teaching speaking using animation video was effective. It can be seen from the result of the statistical computation using t- test. The t-test result of post-test in both of classes was 2.170 while t-table with the degree of freedom N-2 at 5% significance level was 1.999. It means that the result of the t-test was higher than ttable. Therefore, teaching speaking skill using animation video was considered effective. Based on this finding the researcher suggested to the teachers to use animation video in improving speaking skill especially for students in Junior High Schools.
Hastings, Erin C.; Karas, Tamara L.; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon
This study examined the amount and content of children’s video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child’s game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects. PMID:19742374
Hastings, Erin C; Karas, Tamara L; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon
This study examined the amount and content of children's video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child's game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects.
Amy J Pickering
Full Text Available In-person structured observation is considered the best approach for measuring hand hygiene behavior, yet is expensive, time consuming, and may alter behavior. Video surveillance could be a useful tool for objectively monitoring hand hygiene behavior if validated against current methods.Student hand cleaning behavior was monitored with video surveillance and in-person structured observation, both simultaneously and separately, at four primary schools in urban Kenya over a study period of 8 weeks.Video surveillance and in-person observation captured similar rates of hand cleaning (absolute difference <5%, p = 0.74. Video surveillance documented higher hand cleaning rates (71% when at least one other person was present at the hand cleaning station, compared to when a student was alone (48%; rate ratio = 1.14 [95% CI 1.01-1.28]. Students increased hand cleaning rates during simultaneous video and in-person monitoring as compared to single-method monitoring, suggesting reactivity to each method of monitoring. This trend was documented at schools receiving a handwashing with soap intervention, but not at schools receiving a sanitizer intervention.Video surveillance of hand hygiene behavior yields results comparable to in-person observation among schools in a resource-constrained setting. Video surveillance also has certain advantages over in-person observation, including rapid data processing and the capability to capture new behavioral insights. Peer influence can significantly improve student hand cleaning behavior and, when possible, should be exploited in the design and implementation of school hand hygiene programs.
Using the theoretical lens of 'space', and based on in-depth semi-structured interviews in the qualitative research tradition, the article discusses how selected school administrative clerks' production of space exceeds their assigned spatial limitations, i.e. they move beyond the expectations that their work contexts narrowly ...
Schultz, Johannes; Rienow, Andreas; Graw, Valerie; Heinemann, Sascha; Selg, Fabian; Menz, Gunter
Since spring 2014, the NASA High Definition Earth Viewing (HDEV) mission at the International Space Station (ISS) is online. HDEV consists of four cameras mounted at ESA's Columbus laboratory and is recording the earth 24/7. The educational project 'Columbus Eye - Live-Imagery from the ISS in Schools' has published a learning portal for earth observation from the ISS (www.columbuseye.uni-bonn.de). Besides a video live stream, the portal contains an archive providing spectacular footage, web-GIS and an observatory with interactive materials for school lessons. Columbus Eye is carried out by the University of Bonn and funded by the German Aerospace Center (DLR) Space Administration. Pupils should be motivated to work with the footage in order to learn about patterns and processes of the coupled human-environment system like volcano eruptions or deforestation. The material is developed on the experiences of the FIS (German abbreviation for "Remote Sensing in Schools") project and its learning portal (http://www.fis.uni-bonn.de). Based on the ISS videos three different teaching material types are developed. The simplest teaching type are provided by worksheets, which have a low degree of interactivity. Alongside a short didactical commentary for teachers is included. Additionally, videos, ancillary information, maps, and instructions for interactive school experiments are provided. The observatory contains the second type of the Columbus Eye teaching materials. It requires a high degree of self-organisation and responsibility of the pupils. Thus, the observatory provides the opportunity for pupils to freely construct their own hypotheses based on a spatial analysis tool similar to those provided by commercial software. The third type are comprehensive learning and teaching modules with a high degree of interactivity, including background information, interactive animations, quizzes and different analysis tools (e.g. change detection, classification, polygon or NDVI
Samuel Nascimento de Araújo
Full Text Available This study aims to identify and analyze the possibilities of demonstrations, their time,space and didactic-pedagogic available in school physical education classes, as well asthe activities developed in the opposite shift to school, for both were made systematicobservations of lessons and extracurricular sports activities. The schools are chosen withthe municipal very distinct realities. We believe our findings after being in a reality thatconstitutes a significant importance on the role of the Physical Education curriculumcomponent in school and their contributions to the formation of a human being that willplay in your life the most varied representations of body culture purposes maintenanceof their quality of life.
Njoku, Nkechi C.
Impact of home video/movie industry on the moral behaviour of secondary school students is a search for the impact of home video in moral upbringing of school children. The study adopted a survey design approach of investigation: The area of study is Ebonyi State and the population comprised all the 322 CRS teachers in the state. 200 teachers were…
This chapter is based on the findings of an ethnographic study of an urban General Education Development (GED®) program and suggests that, for some marginalized African American and other young men of color, adult education programs are counter-spaces (Yosso, Ceja, Smith, & Solorzano, [Yosso, T., 2009]) of spatial justice in opposition to…
Reshadat, S; Ghasemi, S R; Ahmadian, M; RajabiGilan, N
Computer or video games are a popular recreational activity and playing them may constitute a large part of leisure time. This cross-sectional study aimed to evaluate the relationship between playing computer or video games with mental health and social relationships among students in guidance schools in Kermanshah, Islamic Republic of Iran, in 2012. Our total sample was 573 students and our tool was the General Health Questionnaire (GHQ-28) and social relationships questionnaires. Survey respondents reported spending an average of 71.07 (SD 72.1) min/day on computer or video games. There was a significant relationship between time spent playing games and general mental health (P playing and not playing computer or video games with social relationships and their subscales, including trans-local relationships (P time spent playing games (P < 0.02) and its dimensions, except for family relationships.
Gentile, Douglas, A.; Lynch, Paul, J.; Linder, Jennifer Ruh; Walsh, David, A.
Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The…
Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole
Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge and/or understanding, but also in their on-the-ground use (Jaipal and Figg 2010). This paper reports on the use of a science-focused video game in five very different secondary school settings in Ontario, Canada. A mixed-methods approach was used in the study, and included data gathered on general gameplay habits and technology use, as well as informal interviews with teachers and students who played the game. In total, 161 participants played a series of games focused on the "life of a plant", and were given both a pre and post quiz to determine if the game helped them retain and/or change what they knew about scientific processes like plant cell anatomy and photosynthesis. Participants showed statistically significant improvement on quizzes that were taken after playing the game for approximately one-hour sessions, despite difficulties in some cases both accessing and playing the game for the full hour. Our findings also reveal the ongoing challenges in making use of technology in a variety of school sessions, even when using a browser-based game, that demanded very little other than a reliable internet connection.
Santos, Nuno; Monteiro, Mário
This book presents the proceedings of the IVth Azores International Advanced School in Space Sciences entitled "Asteroseismology and Exoplanets: Listening to the Stars and Searching for New Worlds". The school addressed the topics at the forefront of scientific research being conducted in the fields of asteroseismology and exoplanetary science, two fields of modern astrophysics that share many synergies and resources. These proceedings comprise the contributions from 18 invited lecturers, including both monographic presentations and a number of hands-on tutorials.
Bourgonjon, Jeroen; Soetaert, Ronald
... by exploring a particular aspect of digitization that affects young people, namely video games. They explore the new social spaces which emerge in video game culture and how these spaces relate to community building and citizenship...
Nielsen, Birgitte Lund
The study follows a group of student teachers (STs) facilitated in collaboratively analysing video recordings of their school practice experiences, required for their bachelor projects. Their meaning-making is examined in terms of what they experienced as outcomes, how they constructed understanding and how their interpretation of classroom…
Nielsen, Birgitte Lund
The study follows a group of student teachers (STs) facilitated in collaboratively analysing video recordings of their school practice experiences, required for their bachelor projects. Their meaning-making is examined in terms of what they experienced as outcomes, how they constructed understand...
戸部, 秀之; 堀田, 美枝子; 竹内, 一夫
The scales to measure 'Internet addiction' and 'video game addiction' for school children were developed using item response theory (IRT). The participants in this study were 2,947 school children from fourth grader of primary school to second grader of high school. They answered the questionnaire including the scale items for each addiction and the usage of Internet and video game, and so on. The data of children who used Internet (N=1,521) or video games (N=1,742) were analyzed for each sca...
Full Text Available Background: There is international consensus of the need for improved palliative and end-of-life care in hospital settings. What is less clear is how such improvements might be realised in practice. Research and practice improvement methodologies need to acknowledge the relational, spiritual, moral and ethical as well as physical dimensions of death and dying if improvements in care are to be achieved. Aims and objectives: The aim of this article is to explore the potential of video-reflexive ethnography as a practice development methodology to improve care of people with a life-limiting illness in the hospital setting. Methods: The study used video-reflexive ethnography and was underpinned by an indigenous research ethical framework. Findings: Study findings highlight the potential of video-reflexive ethnography as a practice development methodology. The reach of video extended internally and externally beyond immediate practice research sites to make hospital dying tangible. The research acted as a disruptive innovation, foregrounding peoples’ (patients and families expertise as well as that of healthcare workers. For some patient and family participants, the research offered a visual legacy. Conclusions: The theories underpinning video-reflexive ethnography and practice development are closely aligned; the former has potential as a practice development methodology to promote person-centred palliative and end-of-life care. The underpinning philosophical, ethical and values framework through which it is applied, along with the skills and aptitude of facilitation, are critical if its potential is to be realised. Implications for practice development: The delivery of person-centred end-of-life care may be facilitated by: Healthcare workers seeing themselves and those they care for differently Healthcare organisations seeing their employees as well as patients and families differently Researchers also being prepared to see themselves differently
In the middle of the twentieth century, long before video games were even imagined as a mode of popular entertainment, religious theorist Mircea Eliade argued that the recognition of the "sacred...
Fried, B.; Dash, H. B.
John Dewey High School's participation in NASA's MESDT and DLN projects and other partnerships provide opportunities for our diverse population, focusing particular attention to under-represented and under-served groups in the field of Space Science.
Under Scan, described as an ‘interactive video art installation for public space’, was presented in Trafalgar Square, a tourist attraction in central London, from 15 to 23 November 2008 as part of the Relational Architecture series by the artist Rafael Lozano-Hemmer. Apart from its credentials as the largest interactive video installation and the longest-running event to be presented in Trafalgar Square (Vanagan, 2009, p. 86), it constitutes an interesting case study for this chapter in order...
Educational outreach is an integral part of the International Space Station (ISS) mandate. In a few scant years, the International Space Station has already established a tradition of successful, general outreach activities. However, as the number of outreach events increased and began to reach school classrooms, those events came under greater scrutiny by the education community. Some of the ISS electronic field trips, while informative and helpful, did not meet the generally accepted criteria for education events, especially within the context of the classroom. To make classroom outreach events more acceptable to educators, the ISS outreach program must differentiate between communication events (meant to disseminate information to the general public) and education events (designed to facilitate student learning). In contrast to communication events, education events: are directed toward a relatively homogeneous audience who are gathered together for the purpose of learning, have specific performance objectives which the students are expected to master, include a method of assessing student performance, and include a series of structured activities that will help the students to master the desired skill(s). The core of the ISS education events is an interactive videoconference between students and ISS representatives. This interactive videoconference is to be preceded by and followed by classroom activities which help the students aftain the specified learning objectives. Using the interactive videoconference as the centerpiece of the education event lends a special excitement and allows students to ask questions about what they are learning and about the International Space Station and NASA. Whenever possible, the ISS outreach education events should be congruent with national guidelines for student achievement. ISS outreach staff should recognize that there are a number of different groups that will review the events, and that each group has different criteria
Gross, N. A.; Hughes, W.
This talk will outline the organization of a summer school designed to introduce young professions to a sub-discipline of geophysics. Through out the 10 year life time of the Center for Integrated Space Weather Modeling (CISM) the CISM Team has offered a two week summer school that introduces new graduate students and other interested professional to the fundamentals of space weather. The curriculum covers basic concepts in space physics, the hazards of space weather, and the utility of computer models of the space environment. Graduate students attend from both inside and outside CISM, from all the sub-disciplines involved in space weather (solar, heliosphere, geomagnetic, and aeronomy), and from across the nation and around the world. In addition, between 1/4 and 1/3 of the participants each year are professionals involved in space weather in some way, such as: forecasters from NOAA and the Air Force, Air Force satellite program directors, NASA specialists involved in astronaut radiation safety, and representatives from industries affected by space weather. The summer school has adopted modern pedagogy that has been used successfully at the undergraduate level. A typical daily schedule involves three morning lectures followed by an afternoon lab session. During the morning lectures, student interaction is encouraged using "Timeout to Think" questions and peer instruction, along with question cards for students to ask follow up questions. During the afternoon labs students, working in groups of four, answer thought provoking questions using results from simulations and observation data from a variety of source. Through the interactions with each other and the instructors, as well as social interactions during the two weeks, students network and form bonds that will last them through out their careers. We believe that this summer school can be used as a model for summer schools in a wide variety of disciplines.
Adams Wooten, Courtney
Films, popular media, and even literacy scholars (see Heath, Finders, Gere, and Gee) persistently portray teachers in classrooms. My project draws attention to teachers who educate in spaces that are simultaneously home and school: homeschooling parents who teach their own children, a group largely ignored in rhetoric and composition scholarship.…
Carpenter, Delesha M; Alexander, Dayna S; Elio, Alice; DeWalt, Darren; Lee, Charles; Sleath, Betsy L
Our purpose was to test whether a tailored inhaler technique video intervention: (1) could be feasibly implemented by school nurses and (2) improve the inhaler technique of children with asthma. School nurses recruited a convenience sample of 25 children with asthma (ages 7-17) and assessed their inhaler technique. Children then watched a tailored video that provided: (1) step-by-step feedback on which steps (out of 8) they performed correctly, (2) praise for correctly-performed steps, and (3) statements about why incorrectly-performed steps are important. Nurses reassessed the child's inhaler technique immediately after watching the video and again 1month later. Non-parametric Wilcoxon signed rank tests were calculated to assess whether children's technique significantly improved from baseline to post-video and baseline to 1-month follow-up. A focus group with the school nurses was conducted post-intervention to discuss feasibility issues. Children's inhaler technique improved by 1.2 steps (with spacer; p=0.03) and 2.7 steps (without spacer; ptechnique. Copyright © 2016 Elsevier Inc. All rights reserved.
Fetner, Tina; Elafros, Athena; Bortolin, Sandra; Drechsler, Coralee
In activists' circles as in sociology, the concept "safe space" has been applied to all sorts of programs, organizations, and practices. Few studies have specified clearly what safe spaces are and how they support the people who occupy them. We examine one social location typically understood to be a safe space: gay-straight alliance groups in high schools. Using qualitative interviews with young adults in the United States and Canada who have participated in gay-straight alliances, we unpack this complex concept to consider some of the dimensions along which safe spaces might vary. Based on interviews with participants, we derive three interrelated dimensions of safe space: social context, membership, and activity.
Amosa Isiaka Gambari, PhD
Full Text Available The study examined the effects of video-based multimedia instruction on secondary school students' achievement and retention in biology. In Nigeria, 120 students (60 boys and 60 girls were randomly selected from four secondary schools assigned either into one of three experimental groups: Animation + Narration; Animation + On-screen Text; Animation + Narration + On-screen Text or a control group. The pretest, posttest experimental, and control group design was adopted. A 50-item multiple-choice objective test termed Biology Achievement Test (BAT was used for collecting data. The validated BAT was tested for reliability using Kuder Richardson (KR20, which yielded 0.89. T-test, analysis of covariance (ANCOVA, and Scheffe’s post-hoc analysis were used in determining the significant differences among the four groups. The results showed that there was no statistically significant difference among the experimental groups. Generally, students under multimedia instruction performed better than their colleagues in the conventional teaching method. However, students in conventional teaching method had better retention than other groups.
Pio Alfredo Di Tore
Full Text Available The perspective-taking skills require the ability to manipulate spatial reference systems and are the basis of the empathetic process. Empathy, in its relations with space representation and manipulation of spatial reference systems, is the investigation subject of this work, whose aim is the design of a videogame aimed at the measurement of the player's perspective taking skills. The idea of creating a video game on perspective taking is based on a classic Piagetian task, the three mountains problem, object of recent attention by the Italian scientific community that is involved in research in education. The current stage of the project has produced a video game, now in alpha testing release. The article discusses the software theoretical framework (spatial theory of empathy, describes the choices made in the design stage and comment on first results obtained during the alpha testing.
Peele, Judith D.
Ways in which video has been incorporated into a classroom for autistic high schoolers at the Center for Adaptive Programming are described. The design of a lesson on feelings is presented to illustrate the use of video. (CL)
D.C. Pedrosa; R.L. Guimarães (Rodrigo); P.S. Cesar Garcia (Pablo Santiago); D.C.A. Bulterman (Dick)
htmlabstractOnline video sharing systems, such as YouTube, do not provide users enough support to explore community videos that portray people within their social circle. Such services typically consider each video clip as an isolated object, and not as part of a set of related clips. Even though
National Aeronautics and Space Administration — This Phase I project will demonstrate the feasibility of providing panoramic stereoscopic images for remote-controlled robotic space operations using three...
Bynum, Ann B; Cranford, Charles O; Irwin, Cathy A; Denny, George S
Socioeconomic and demographic factors can affect the impact of telehealth education programs that use interactive compressed video technology. This study assessed program satisfaction among participants in the University of Arkansas for Medical Sciences' School Telehealth Education Program delivered by interactive compressed video. Variables in the one-group posttest study were age, gender, ethnicity, education, community size, and program topics for years 1997-1999. The convenience sample included 3,319 participants in junior high and high schools. The School Telehealth Education Program provided information about health risks, disease prevention, health promotion, personal growth, and health sciences. Adolescents reported medium to high levels of satisfaction regarding program interest and quality. Significantly higher satisfaction was expressed for programs on muscular dystrophy, anatomy of the heart, and tobacco addiction (p Education Program, delivered by interactive compressed video, promoted program satisfaction among rural and minority populations and among junior high and high school students. Effective program methods included an emphasis on participants' learning needs, increasing access in rural areas among ethnic groups, speaker communication, and clarity of the program presentation.
Hayes, Elisabeth R., Ed.; Duncan, Sean C., Ed.
As video games have become an important economic and cultural force, scholars are increasingly trying to better understand the ways that engagement with games may drive learning, literacy, and social participation in the twenty-first century. In this book, the authors consider games and just as importantly, the social interactions around games,…
Sebastiao Silva Vieira
Full Text Available This work presents an intervention research and participant that analyzes how the production of digital videos by students of a municipal school brings contributions to the construction of the knowledge contextualized in the teaching of sciences. For this purpose, references were used to cover four thematic areas: the use of digital technologies in the school context; The contextualization of contents in science education; Communication and mediation in school; And finally the production of digital video in science education. The qualitative methodology used, using semi-structured interviews and participant observation. Previously, the beginnings of the work of the students, workshops were created to create digital video, then a semistructured interview was carried out, in the post-production phase, with the students and the teacher. The results show that the production of digital videos have brought significant contributions to the students since participating in the workshop of video production, to the stage of conclusion and presentation of digital video in the classroom. With this, the students used the production of digital video as a differentiated methodology, source of research and production of knowledge. Participants, directors, learners and authors in the elaboration of the video, searching information related to the content, performing readings, planning the production, the "script", accompanying the assembly, using digital technologies in production, disseminating and participating in debates collectively. They constructed the knowledge proposed in science teaching and brought the curricular content studied into practice, reinforcing the discussion about the use and production of digital video as an educational tool.
Markey, Patricia T.
This study investigated the effectiveness of a video peer modeling and least-to-most prompting intervention in the school library setting, targeting the instructional delivery of an information-literacy skill to students with Autism Spectrum Disorder (ASD). Research studies have evaluated the effectiveness of video-modeling procedures in the…
Cowee, Misa [Los Alamos National Lab. (LANL), Los Alamos, NM (United States)
During the summer school, students carry out independent research projects on a range of topics related to space weather. In 2016, one student used the LANL Institutional Computing resources. Results of this project were the first to demonstrate that the magnitude of radial diffusion is found to agree well with the early observations of the Earth's radiation belts, indicating this effect should be included in community models of the radiation belts.
Ahmadi, Jamshid; Amiri, Amin; Ghanizadeh, Ahmad; Khademalhosseini, Mitra; Khademalhosseini, Zeinab; Gholami, Zeinab; Sharifian, Maryam
The objective of this study was to assess the prevalence of addiction to the Internet, computer games, DVD, and video and its relationship to anxiety and depression in a sample of Iranian high school students...
simulations), which are accompanied by a much less-dense cloud of subrnicron ice droplets produced when the evaporated/sublimed water gas overexpands and...Focus, pan and tilt angles, and angular field are controlled from the crew cabin with the aid of a monochrome video monitor. (Some of these cameras...ice particles when this gas has become overexpanded . 2) The angular spreads of the two types of particle are the same within experimental uncertainty
National Aeronautics and Space Administration — Space-based imaging sensors are important for NASA's mission in both performing scientific measurements and producing literature and documentary cinema. The recent...
José-Manuel Sáez-López; John Miller; Esteban Vázquez-Cano; María-Concepción Domínguez-Garrido
.... The second dimension values the attitudes of teachers, students and parents regarding the implementation of video games in formal education using descriptive analysis and nonparametric statistical...
Sargent, Kelli S; Jouriles, Ernest N; Rosenfield, David; McDonald, Renee
Although bystander programs to prevent relationship and sexual violence have been evaluated with college students, few evaluations have been conducted with high school students. This study evaluated the effectiveness of TakeCARE, a brief video bystander program designed to promote helpful bystander behavior in situations involving relationship violence among high school students. Students (N = 1295; 52.5% female; 72.3% Hispanic) reported their bystander behavior at a baseline assessment. Classrooms (N = 66) were randomized to view TakeCARE or to a control condition, and high school counselors administered the video in the classrooms assigned to view TakeCARE. Students again reported their bystander behavior at a follow-up assessment approximately 3 months afterward. Results indicate that students who viewed TakeCARE reported more helpful bystander behavior at the follow-up assessment than students in the control condition. Results of exploratory analyses of the likelihood of encountering and intervening upon specific situations calling for bystander behavior are also reported. TakeCARE is efficacious when implemented in an urban high school by high school counselors.
The hallmarks of the proposed school in the University of Hyderabad, Hyderabad,India, would be synergy, inclusivity and globalism. The School will use the synergy between the earth (including oceanic and atmospheric realms), space and information sciences to bridge the digital divide, and promote knowledge-driven and job-led economic development of the country. It will endeavour to (i) provide the basic science underpinnings for Space and Information Technologies, (ii) develop new methodologies for the utilization of natural resources (water, soils, sediments, minerals, biota, etc.)in ecologically-sustainable, employment-generating and economically-viable ways, (iii) mitigate the adverse consequences of natural hazards through preparedness systems,etc. The School will undertake research in the inter-disciplinary areas of earth and space sciences (e.g. climate predictability, satellite remote sensing of soil moisture) and linking integrative science with the needs of the decision makers. It will offer a two-year M.Tech. (four semesters, devoted to Theory, Tools, Applications and Dissertation, respectively ) course in Earth and Space Sciences. The Applications will initially cover eight course clusters devoted to Water Resources Management, Agriculture, Ocean studies, Energy Resources, Urban studies, Environment, Natural Hazards and Mineral Resources Management. The School will also offer a number of highly focused short-term refresher courses / supplementary courses to enable cadres to update their knowledge and skills. The graduates of the School would be able to find employment in macro-projects, such as inter-basin water transfers, and Operational crop condition assessment over large areas, etc. as well as in micro-projects, such as rainwater harvesting, and marketing of remote sensing products to stake-holders (e.g. precision agricultural advice to the farmers, using the large bandwidth of thousands of kilometres of unlit optical fibres). As the School is highly
Wu, Qian-Fu; Yu, Ying-Hua; Zhu, Xiao; Cui, Ying; Mo, Qin-Guo; Wei, Chang-Yuan; Lin, Xue-Juan; Liu, Xue-Ying; Xie, Wei-Kang; Gan, Shui; Lei, Wei
Endoscopic techniques are promising in breast surgery. In order to create working space, liposuction is widely used in video-assisted breast surgery (VABS). However, the use of liposuction is likely associated with side effects that may partly limit the application of VABS. Therefore, a new technique of endoscopic axillary lymphadenectomy without prior liposuction was developed by our group. A total of 106 female patients underwent VABS, with special adaptation of the video-assisted surgical ...
Full Text Available Video modeling is one of the recognized methods used in the training and teaching of children with Autism Spectrum Disorders (ASD. The model’s theoretical base stems from Albert Bandura's (1977; 1986 social learning theory in which he asserts that children can learn many skills and behaviors observationally through modeling. One can assume that by observing others, a child with ASD can construct an idea of how new behaviors are performed, and on later occasions this mentally and visually constructed information will serve as a guide for his/her way of behaving. There are two types of methods for model learning: 1 In Vivo Modeling and 2 Video Modeling. These can be used a to teach children with ASD skills that are not yet in their behavioral repertoire and / or b to improve the children's emerging behaviors or skills. In the case of linguistic minority children at any stage of their bilingual development, it has been presumed that some of their behaviors that can be interpreted as attitude or culture-related actions. This approach, however, can sometimes delay referral, diagnosis, and intervention. In our project, we used Video Modeling and positive targeted results with regard to teaching social communication skills and target behavior to an eleven year-old bilingual boy with ASD. Our study also reveals that through Video Modeling, children with ASD can learn desirable behavioral skills as by-products. Video Modeling can also contribute positively to the social inclusion of bilingual children with ASD in school settings. In other words, bilingual children with ASD can transfer the social communication skills and targeted behaviors they learn through second-language at school to a first-language milieu.
Full Text Available Video modeling is one of the recognized methods used in the training and teaching of children with Autism Spectrum Disorders (ASD. The model’s theoretical base stems from Albert Bandura's (1977; 1986 social learning theory in which he asserts that children can learn many skills and behaviors observationally through modeling. One can assume that by observing others, a child with ASD can construct an idea of how new behaviors are performed, and on later occasions this mentally and visually constructed information will serve as a guide for his/her way of behaving. There are two types of methods for model learning: 1 In Vivo Modeling and 2 Video Modeling. These can be used a to teach children with ASD skills that are not yet in their behavioral repertoire and / or b to improve the children's emerging behaviors or skills. In the case of linguistic minority children at any stage of their bilingual development, it has been presumed that some of their behaviors that can be interpreted as attitude or culture-related actions. This approach, however, can sometimes delay referral, diagnosis, and intervention. In our project, we used Video Modeling and achieved positive results with regard to teaching social communication skills and target behavior to an eleven year-old bilingual boy with ASD. Our study also reveals that through Video Modeling, children with ASD can learn desirable behavioral skills as by-products. Video Modeling can also contribute positively to the social inclusion of bilingual children with ASD in school settings. In other words, bilingual children with ASD can transfer the social communication skills and targeted behaviors they learn through second-language at school to a first-language milieu.
Massa, Gioia D.; Jones, Wanda; Munoz, Angela; Santora, Joshua
This video was created as one of the products of the 2013 ISS Faculty Fellows Summer Program. Our High School science teacher faculty fellows developed this video as an elementary/middle school education component. The video shows a forgetful professor who is trying to remember something, and along the journey she learns more about the space station, space station related plant science, and the Kennedy Space Center. She learns about the Veggie hardware, LED lighting for plant growth, the rotating garden concept, and generally about space exploration and the space station. Lastly she learns about the space shuttle Atlantis.
Kênnea Martins Almeida
Full Text Available The architecture and organization of school buildings can be facilitators or barriers in implementing the process of school inclusion, and the assessment for their suitability composes an important part of the role that the rehabilitation team plays in this process. The aim of the present study was to assess the physical accessibility of public schools in a municipality of Minas Gerais state, Brazil. We conducted a descriptive, cross-sectional study with evaluation of the physical spaces of 14 schools, especially the areas of access, circulation, furniture, restrooms and parking, according to the criteria described in the Brazilian Standard 9050/2004. The results were presented in the form of descriptive statistics. Of the 493 items evaluated, 85.6% were considered inadequate. In the sector of access, circulation and furniture, 81.4% of the items were inadequate. In the health sector, 94.6% of the items were inadequate, and no restrooms contemplating all accessibility standards were found. In the parking sector, 83.4% of the items were inadequate. It was possible to identify that none of the state schools assessed in the municipality studied is prepared to make the inclusion of children with special needs with regard to accessibility.
Abd El-Shafy, Ibrahim; Savino, Jillian; Christopherson, Nathan A M; Prince, Jose M
In 2012, 76,000 pedestrians were struck by motor vehicles. This resulted in 20% of all pediatric mortalities between the ages of 5 and 15. We hypothesize that children are exposed to increased risk as pedestrians to motor vehicle injury when arriving to school and that identification of these hazards would improve targeting of injury prevention efforts. Within a county containing 355 public schools, we identified a primary school with 588 students located in an urban setting with concerns for a high-risk traffic environment. Field surveys observed traffic patterns and established an optimal surveillance period 30 minutes before school. Three observation periods, from two discreet and blinded locations, were conducted from January to March 2016. Videos were evaluated by two independent reviewers to identify and score quantifiable hazards. Three controlled observations were conducted on non-school days, followed by three post-intervention observations from October to December 2016. Comparison was made using Student's t test. Data was analyzed using SAS version 9.4 (SAS Institute Inc., Cary, NC). We identified nine safety hazards including double parking (29.3 ± 5.5), dropping off in a bus stop (23.3 ± 7.6), and jaywalking (9.3 ± 3.1). Combining all hazards seen in each observation resulted in an overall hazard average of 83.0 ± 3.6 events/period. Comparing control periods to school observation identified significantly increased hazard events on school days (p school in an urban setting, used our analysis to develop an intervention, and demonstrated the impact of our intervention. Our novel use of video review to identify hazards provides a metric against which the impact of pedestrian road safety interventions might be measured. Epidemiological, level II; Therapeutic, level IV.
This article describes the author's experience co-facilitating a project for which seventh-grade students designed and created original video games based on Madeleine L'Engle's "A Wrinkle in Time". The author provides an overview of recent literature on video game implementation in the classroom and explains how the project was designed and…
Д В Сенашенко
Full Text Available The article describes distant learning systems used in world practice. The author gives classification of video communication systems. Aspects of using Skype software in Russian Federation are discussed. In conclusion the author provides the review of modern production video conference systems used as tools for distant learning.
Annetta, Leonard A.; Minogue, James; Holmes, Shawn Y.; Cheng, Meng-Tzu
The popularity of video games has transcended entertainment crossing into the world of education. While the literature base on educational gaming is growing, there is still a lack of systematic study of this emerging technology's efficacy. This quasi-experimental study evaluated a teacher created video game on genetics in terms of its affective…
Hamlen, Karla R.
This study explored relationships between time spent playing video games in a typical week and general creativity, as measured by a common assessment. One hundred eighteen students in 4th and 5th grades answered questions about their video game play and completed the Torrance Tests of Creative Thinking (Torrance, Orlow, & Safter, 1990). While…
Alsup, Philip R.
Inspiring learners toward career options available in STEM fields (Science, Technology, Engineering, and Mathematics) is important not only for economic development but also for maintaining creative thinking and innovation. Limited amounts of research in STEM education have focused on the population of students enrolled in religious and parochial schools, and given the historic conflict between religion and science, this sector of American education is worthy of examination. The purpose of this quantitative study is to extend Gottfredson's (1981) Theory of Circumscription and Compromise as it relates to occupational aspirations. Bem's (1981) Gender Schema Theory is examined as it relates to the role of gender in career expectations, and Crenshaw's (1989) Intersectionality Theory is included as it pertains to religion as a group identifier. Six professionals in STEM career fields were video recorded while being interviewed about their skills and education as well as positive and negative aspects of their jobs. The interviews were compiled into a 25-minute video for the purpose of increasing understanding of STEM careers among middle school viewers. The research questions asked whether middle school students from conservative, Protestant Christian schools in a Midwest region increased in STEM-subject attitude and STEM-career interest as a result of viewing the video and whether gender interacted with exposure to the video. A quasi-experimental, nonequivalent control groups, pretest/posttest factorial design was employed to evaluate data collected from the STEM Semantic Survey. A Two-Way ANCOVA revealed no significant differences in dependent variables from pretest to posttest. Implications of the findings are examined and recommendations for future research are made. Descriptors: STEM career interest, STEM attitude, STEM gender disparity, Occupational aspirations, Conservative Protestant education.
Fink, Patrick W.; Ngo, Phong; Schlesinger, Adam
The movie describes collaboration between NASA and Vint Cerf on the development of Disruption Tolerant Networks (DTN) for use in space exploration. Current evaluation efforts at Johnson Space Center are focused on the use of DTNs in space communications. Tests include the ability of rovers to store data for later display, tracking local and remote habitat inventory using radio-frequency identification tags, and merging networks.
National Aeronautics and Space Administration — Windows in habitable modules represent significant design and operations impacts to future spacecraft, yet viewing requirements, both electronic and passive,...
Desai, Rani A; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N
Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming. We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.
Desai, Rani A.; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N.
There is concern about the potential for negative impact of video games on youth. However the existing literature on gaming is inconsistent and has often focused on aggression. Health correlates of gaming and the prevalence and correlates of problematic gaming have not been systematically studied. We anonymously surveyed 4,028 adolescents about gaming, reported problems with gaming, and other health behaviors. 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys, and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression, and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming appears associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies. PMID:21078729
Butler, Jesse K.; Kane, Ruth G.; Morshead, Christopher E.
White Canadian teacher candidates are brought into direct dialogue with urban high school students through a yearlong immersion in a high school with a "demonized" image in the broader community. Interviews with students reveal experiences of school as "my safe space" and the predominance of a student culture not characterized…
Haden, C.; Styers, M.; Asplund, S.
Music and the performing arts can be a powerful way to engage students in learning about science. Research suggests that content-rich songs enhance student understanding of science concepts by helping students develop content-based vocabulary, by providing examples and explanations of concepts, and connecting to personal and situational interest in a topic. Building on the role of music in engaging students in learning, and on best practices in out-of-school time learning, the NASA Discovery and New Frontiers program in association with Jet Propulsion Laboratory, Marshall Space Flight Center, and KidTribe developed Space School Musical. Space School Musical consists of a set of nine songs and 36 educational activities to teach elementary and middle school learners about the solar system and space science through an engaging storyline and the opportunity for active learning. In 2014, NASA's Jet Propulsion Laboratory contracted with Magnolia Consulting, LLC to conduct an evaluation of Space School Musical. Evaluators used a mixed methods approach to address evaluation questions related to educator professional development experiences, program implementation and perceptions, and impacts on participating students. Measures included a professional development feedback survey, facilitator follow-up survey, facilitator interviews, and a student survey. Evaluation results showed that educators were able to use the program in a variety of contexts and in different ways to best meet their instructional needs. They noted that the program worked well for diverse learners and helped to build excitement for science through engaging all learners in the musical. Students and educators reported positive personal and academic benefits to participating students. We present findings from the evaluation and lessons learned about integration of the arts into STEM education.
Cowee, Misa [Los Alamos National Lab. (LANL), Los Alamos, NM (United States); Chen, Yuxi [Univ. of Michigan, Ann Arbor, MI (United States); Desai, Ravindra [Univ. College London, Bloomsbury (United Kingdom); Hassan, Ehab [Univ. of Texas, Austin, TX (United States); Kalmoni, Nadine [Univ. College London, Bloomsbury (United Kingdom); Lin, Dong [Virginia Polytechnic Inst. and State Univ. (Virginia Tech), Blacksburg, VA (United States); Depascuale, Sebastian [Univ. of Iowa, Iowa City, IA (United States); Hughes, Randall Scott [Univ. of Southern California, Los Angeles, CA (United States); Zhou, Hong [Univ. of Colorado, Boulder, CO (United States)
The fifth Los Alamos Space Weather Summer School was held June 1st - July 24th, 2015, at Los Alamos National Laboratory (LANL). With renewed support from the Institute of Geophysics, Planetary Physics, and Signatures (IGPPS) and additional support from the National Aeronautics and Space Administration (NASA) and the Department of Energy (DOE) Office of Science, we hosted a new class of five students from various U.S. and foreign research institutions. The summer school curriculum includes a series of structured lectures as well as mentored research and practicum opportunities. Lecture topics including general and specialized topics in the field of space weather were given by a number of researchers affiliated with LANL. Students were given the opportunity to engage in research projects through a mentored practicum experience. Each student works with one or more LANL-affiliated mentors to execute a collaborative research project, typically linked with a larger ongoing research effort at LANL and/or the student’s PhD thesis research. This model provides a valuable learning experience for the student while developing the opportunity for future collaboration. This report includes a summary of the research efforts fostered and facilitated by the Space Weather Summer School. These reports should be viewed as work-in-progress as the short session typically only offers sufficient time for preliminary results. At the close of the summer school session, students present a summary of their research efforts. Titles of the papers included in this report are as follows: Full particle-in-cell (PIC) simulation of whistler wave generation, Hybrid simulations of the right-hand ion cyclotron anisotropy instability in a sub-Alfvénic plasma flow, A statistical ensemble for solar wind measurements, Observations and models of substorm injection dispersion patterns, Heavy ion effects on Kelvin-Helmholtz instability: hybrid study, Simulating plasmaspheric electron densities with a two
.... Then, she demonstrates that learning principles built into the video games as proposed by James Gee, are more effective in engaging players in skills needed in the 21st century than many activities...
King, Suzanne N; Davis, Larry; Lehman, Jeffrey J; Ruddy, Bari Hoffman
Clinicians use a variety of approaches to motivate children with hyperfunctional voice disorders to comply with voice therapy in a therapeutic session and improve the motivation of children to practice home-based exercises. Utilization of current entertainment technology in such approaches may improve participation and motivation in voice therapy. The purpose of this study is to test the feasibility of using an entertainment video game as a therapy device. Prospective cohort and case-control study. Three levels of game testing were conducted to an existing entertainment video game for use as a voice therapy protocol. The game was tested by two computer programmers and five normal participants. The third level of testing was a case study with a child diagnosed with a hyperfunctional voice disorder. Modifications to the game were made after each feasibility test. Errors with the video game performance were modified, including the addition of a time stamp directory and game controller. Resonance voice exercises were modified to accommodate the gaming environment and unique competitive situation, including speech rate, acoustic parameters, game speed, and point allocations. The development of video games for voice therapeutic purposes attempt to replicate the high levels of engagement and motivation attained with entertainment video games, stimulating a more productive means of learning while doing. This case study found that a purely entertainment video game can be implemented as a voice therapeutic protocol based on information obtained from the case study. Copyright © 2012 The Voice Foundation. All rights reserved.
Rienow, Andreas; Hodam, Henryk; Menz, Gunter; Voß, Kerstin
In spring 2014, four commercial cameras will be transported by a Dragon spacecraft to the International Space Station (ISS) and mounted to the ESA Columbus laboratory. The cameras will deliver live earth observation data from different angles. The "Columbus-Eye"* project aims at distributing the video and image data produced by those cameras through a web portal. It should primary serve as learning portal for pupils comprising teaching material around the ISS earth observation imagery. The pupils should be motivated to work with the images in order to learn about curriculum relevant topics of natural sciences. The material will be prepared based on the experiences of the FIS* (German abbreviation for "Remote Sensing in Schools") project and its learning portal. Recognizing that in-depth use of satellite imagery can only be achieved by the means of computer aided learning methods, a sizeable number of e-Learning contents in German and English have been created throughout the last 5 years since FIS' kickoff. The talk presents the educational valorization of remote sensing data as well as their interactive implementation for teachers and pupils in both learning portals. It will be shown which possibilities the topic of remote sensing holds ready for teaching the regular curricula of Geography, Biology, Physics, Math and Informatics. Beside the sequenced implementation into digital and interactive teaching units, examples of a richly illustrated encyclopedia as well as easy-to-use image processing tools are given. The presentation finally addresses the question of how synergies of space travels can be used to enhance the fascination of earth observation imagery in the light of problem-based learning in everyday school lessons.
Udomprasert, Patricia S.; Goodman, Alyssa A.; Plummer, Julia; Sadler, Philip M.; Johnson, Erin; Sunbury, Susan; Zhang, Helen; Dussault, Mary E.
Critical breakthroughs in science (e.g., Einstein's Theory of General Relativity, and Watson & Crick's discovery of the structure of DNA), originated with those scientists' ability to think spatially, and research has shown that spatial ability correlates strongly with likelihood of entering a career in STEM. Mounting evidence also shows that spatial skills are malleable, i.e., they can be improved through training. We report early work from a new project that will build on this research to create a series of middle schools science labs called "Thinking Spatially about the Universe" (ThinkSpace), in which students will use a blend of physical and virtual models (in WorldWide Telescope) to explore complex 3-dimensional phenomena in space science. In the three-year ThinkSpace labs project, astronomers, technologists, and education researchers are collaborating to create and test a suite of three labs designed to improve learners' spatial abilities through studies of: 1) Moon phases and eclipses; 2) planetary systems around stars other than the Sun; and 3.) celestial motions within the broader universe. The research program will determine which elements in the labs will best promote improvement of spatial skills within activities that emphasize disciplinary core ideas; and how best to optimize interactive dynamic visualizations to maximize student understanding.
Otrel-Cass, Kathrin; Khalid, Md. Saifuddin
With an interest in learning that is set in collaborative situations, the data session presents excerpts from video data produced by two of fifteen students from a class of 5th semester techno-anthropology course. Students used video cameras to capture the time they spent working with a scientist...... video, nature of the interactional space, and material and spatial semiotics....
Woolner, Pamela; Clark, Jill; Laing, Karen; Thomas, Ulrike; Tiplady, Lucy
This article considers a school community initiating change in pedagogical practices to complement new-build premises in the context of demands for school improvement, but constraints on autonomy. We investigate how school leaders planned the change towards enquiry-based learning in flexible spaces, and how teaching staff prepared for the coming…
Castelaz, Michael W.; Whitworth, C.; Harris, B.; David, C.
Native American, Hispanic, African American, and other underrepresented high school students in rural Western North Carolina have the unprecedented opportunity as researchers in the Space Science Lab to conduct visible and radio observations of the Sun. The program involves 90 students over a three year period. The primary goal is to reach students who otherwise would not have this opportunity, and motivate them to develop the critical thinking skills necessary for objective scientific inquiry. Students develop skills in electronics, computer sciences, astronomy, physics and earth sciences. Equally important is the hope that the students will become interested in pursuing careers in research or other science-related areas. We expect their enthusiasm for science will increase by experiencing research investigations that are fun and relevant to their understanding of the world around them. The students conduct their own research, and also interact with scientists around the world. A total of 54 students have spent a week at the Space Science Lab located on the campus of the Pisgah Astronomical Research Institute (PARI) during the Summers of 2006 and 2007. Students construct their own JOVE radio telescopes that they bring home to continue their observations during the academic year. They share their results during four follow-up sessions throughout the school year. The students also have Internet access to radio telescopes and solar monitoring equipment at PARI. We report on results from student evaluations from the first year in 2006 and current session student experiences. We gratefully acknowledge support from the Burroughs Wellcome Fund - Student Science Enrichment Program
Méndez, Laura; García-Pernía, María Ruth; Cortés, Sara
This study attempts to show how the creation of an innovative scenario, introducing video games and online communities as educational resources in the classroom, facilitates the development of new literacies in the context of participatory culture. The experience described was carried out during the 2010-2011 academic year in a secondary school…
Beaty, Lara Margaret
Power frames student-school relations and could be viewed as problematic for student participation. Seeking research methods that reveal the development of student-school relations furthers the understanding of everyday expressions of power and leads to reforms that would improve social relations within and beyond school walls. A project focused…
Levanon, Assaf; Yitzhaky, Yitzhak; Kopeika, Natan S.; Rozban, Daniel; Abramovich, Amir
In recent years, much effort has been invested to develop inexpensive but sensitive Millimeter Wave (MMW) detectors that can be used in focal plane arrays (FPAs), in order to implement real time MMW imaging. Real time MMW imaging systems are required for many varied applications in many fields as homeland security, medicine, communications, military products and space technology. It is mainly because this radiation has high penetration and good navigability through dust storm, fog, heavy rain, dielectric materials, biological tissue, and diverse materials. Moreover, the atmospheric attenuation in this range of the spectrum is relatively low and the scattering is also low compared to NIR and VIS. The lack of inexpensive room temperature imaging systems makes it difficult to provide a suitable MMW system for many of the above applications. In last few years we advanced in research and development of sensors using very inexpensive (30-50 cents) Glow Discharge Detector (GDD) plasma indicator lamps as MMW detectors. This paper presents three kinds of GDD sensor based lamp Focal Plane Arrays (FPA). Those three kinds of cameras are different in the number of detectors, scanning operation, and detection method. The 1st and 2nd generations are 8 × 8 pixel array and an 18 × 2 mono-rail scanner array respectively, both of them for direct detection and limited to fixed imaging. The last designed sensor is a multiplexing frame rate of 16x16 GDD FPA. It permits real time video rate imaging of 30 frames/ sec and comprehensive 3D MMW imaging. The principle of detection in this sensor is a frequency modulated continuous wave (FMCW) system while each of the 16 GDD pixel lines is sampled simultaneously. Direct detection is also possible and can be done with a friendly user interface. This FPA sensor is built over 256 commercial GDD lamps with 3 mm diameter International Light, Inc., Peabody, MA model 527 Ne indicator lamps as pixel detectors. All three sensors are fully supported
Tarc, Paul; Mishra Tarc, Aparna
The elite international school is a rich site for sociological inquiry in global times. In this paper, we conceptualize the international school as a transnational space of agonist social class-making given the dynamic positioning of the complement of international school actors. We position international schoolteachers in the middle of these…
Butler, L.; Turney, D.; Matiella Novak, A.; Smith, D.; Simon, M.
How's the weather in space? Why on Earth did NASA send two satellites above Earth to study radiation belts and space weather? To learn the answer to questions about NASA's Van Allen Probes mission, 450 students and their teachers from Maryland middle schools attended Space Academy events highlighting the Van Allen Probes mission. Sponsored by the Applied Physics Laboratory (APL) and Discovery Education, the events are held at the APL campus in Laurel, MD. Space Academies take students and teachers on behind-the-scenes exploration of how spacecraft are built, what they are designed to study, and introduces them to the many professionals that work together to create some of NASA's most exciting projects. Moderated by a public relations representative in the format of an official NASA press conference, the daylong event includes a student press conference with students as reporters and mission experts as panelists. Lunch with mission team members gives students a chance to ask more questions. After lunch, students don souvenir clean room suits, enjoy interactive science demonstrations, and tour APL facilities where the Van Allen Probes were built and tested before launch. Students may even have an opportunity to peek inside a clean room to view spacecraft being assembled. Prior to the event, teachers are provided with classroom activities, lesson plans, and videos developed by APL and Discovery Education to help prepare students for the featured mission. The activities are aligned to National Science Education Standards and appropriate for use in the classroom. Following their visit, student journalists are encouraged to write a short article about their field trip; selections are posted on the Space Academy web site. Designed to engage, inspire, and influence attitudes about space science and STEM careers, Space Academies provide an opportunity to attract underserved populations and emphasize that space science is for everyone. Exposing students to a diverse group of
Wyss, Vanessa L.; Heulskamp, Diane; Siebert, Cathy J.
Students are making choices in middle school that will impact their desire and ability to pursue STEM careers. Providing middle school students with accurate information about STEM (Science, Technology, Engineering, Mathematics) careers enables them to make more knowledgeable choices about courses of study and career paths. Practical ways of…
Ahmadi, Jamshid; Amiri, Amin; Ghanizadeh, Ahmad; Khademalhosseini, Mitra; Khademalhosseini, Zeinab; Gholami, Zeinab; Sharifian, Maryam
Objective: The objective of this study was to assess the prevalence of addiction to the Internet, computer games, DVD, and video and its relationship to anxiety and depression in a sample of Iranian high school students. Methods: In this cross-sectional study 1020 high school students (males and females) were selected randomly from different areas of Shiraz city in southern Iran. They were interviewed according to the Diagnostic and Statistical Manual of Mental Disorders, 4th ed (DSM-IV) crit...
Gambari, Amosa Isiaka; Shittu, Ahmed Tajudeen; Daramola, Florence Olutunu; James, Moses
This study examined the effects of video-based cooperative, competitive and individualized instructional strategies on the performance of senior secondary schools' students in geometry in Nigeria. It also examined the influence of gender on students' achievement. Pretest, posttest, experimental control group design was adopted for this study.…
Salazar, Maria del Carmen; Martinez, Lisa M.; Ortega, Debora
The purpose of this study is to address how spaces in school and out of school support or constrain undocumented Latina/o youths' development as critical multicultural citizens. We draw on data from a multi-phase, qualitative study to present findings indicating that the youths persevered through academic and civic engagement. Ultimately, the…
Akom, A. A.
This article introduces the concept of "free spaces" as an important site for the development of theory and practice around youth activism, teacher development, and the transformation of public and private space in urban schools and communities. Nearly a quarter of a century ago, Evans and Boyte (1986) introduced the concept of "free spaces" in…
... of school. The school-successful "floater" identity position is assumed by youth comfortable in a variety of social groups and situations ranging from peer cliques to interactions with teachers...
Smith, C. W.; Broad, L.; Chen, L.; Farrugia, C. J.; Frederick-Frost, K.; Goelzer, S.; Kucharek, H.; Messeder, R.; Moebius, E.; Puhl-Quinn, P. A.; Torbert, R. B.
For the past 19 years the University of New Hampshire has offered a unique research and education opportunity to motivated high-school students called Project SMART (Science and Mathematics Achievement through Research Training). The Space Science module is strongly research based. Students work in teams of two on real research projects carved from the research programs of the faculty. The projects are carefully chosen to match the abilities of the students. The students receive classes in basic physics as well as lectures in space science to help them with their work. This year the research included the analysis of magnetic reconnection observations and Crater FTE observation, both by the CLUSTER spacecraft, the building of Faraday cups for thermal ion measurements in our thermal vacuum facility, and analysis of the IBEX star sensor. In addition to this, the students work on one combined project and for the past several years this project has been the building of a payload for a high-altitude balloon. The students learn to integrate telemetry and GPS location hardware while they build several small experiments that they then fly to the upper reaches of the Earth's atmosphere. This year the payload included a small video camera and the payload flew to 96,000 feet, capturing images of weather patterns as well as the curvature of the Earth, thickness of the atmosphere, and black space. In addition to still photos, we will be showing 2- and 7-minute versions of the 90-minute flight video that include footage from peak altitude, the bursting of the balloon, and initial descent.
Yabe, Yutaka; Hagiwara, Yoshihiro; Sekiguchi, Takuya; Momma, Haruki; Tsuchiya, Masahiro; Kuroki, Kaoru; Kanazawa, Kenji; Koide, Masashi; Itaya, Nobuyuki; Itoi, Eiji; Nagatomi, Ryoichi
Low back pain is a significant problem for school-aged athletes. Although some risk factors relating to sports activities have been reported, the effect of lifestyles on low back pain in school-aged athletes is not clear. The purpose of this study was to elucidate the association between lifestyles, such as wake-up time, bedtime, sleeping time, and TV-viewing or video-game-playing time per day and low back pain of school-aged athletes. A cross-sectional study was conducted with school-aged athletes (aged 6-15 years, n = 6441) using a self-reported questionnaire and multivariate logistic regression models were used for analyses. Variables considered in the models were gender, age, body mass index, team levels, number of days in practice per week, number of hours in practice per day, and lifestyles. The frequency of low back pain was 5.0% (n = 322). Late bedtime, short sleeping time, and long video-game-playing time per day were significantly associated with low back pain. There was no significant association between low back pain and wake-up time or TV-viewing time per day. Unhealthy life-style choices, such as late bedtimes, short sleeping time, and longtime video-game playing, were associated with low back pain in school-aged athletes.
Iserbyt, Peter; Charlier, Nathalie; Mols, Liesbet
It is often assumed that animations (i.e., videos) will lead to higher learning compared to static media (i.e., pictures) because they provide a more realistic demonstration of the learning task. To investigate whether learning basic life support (BLS) and cardiopulmonary resuscitation (CPR) from video produce higher learning outcomes compared to pictures in reciprocal learning. A randomized controlled trial. A total of 128 students (mean age: 17 years) constituting eight intact classes from a secondary school learned BLS in reciprocal roles of doer and helper with tablet PCs. Student pairs in each class were randomized over a Picture and a Video group. In the Picture group, students learned BLS by means of pictures combined with written instructions. In the Video group, BLS was learned through videos with on-screen instructions. Informational equivalence was assured since instructions in both groups comprised exactly the same words. BLS assessment occurred unannounced, three weeks following intervention. Analysis of variance demonstrated no significant differences in chest compression depths between the Picture group (M=42 mm, 95% CI=40-45) and the Video group (M=39 mm, 95% CI=36-42). In the Picture group significantly higher percentages of chest compressions with correct hand placement were achieved (M=67%, CI=58-77) compared to the Video group (M=53%, CI=43-63), P=.03, η(p)(2)=.03. No other significant differences were found. Results do not support the assumption that videos are superior to pictures for learning BLS and CPR in reciprocal learning. Copyright © 2014 Elsevier Ireland Ltd. All rights reserved.
Maryland State Dept. of Education, Baltimore. School Facilities Branch.
Telecommunications infrastructure has the dual challenges of maintaining quality while accommodating change, issues that have long been met through a series of implementation standards. This document is designed to ensure that telecommunications systems within the Maryland public school system are also capable of meeting both challenges and…
Usta, Ertugrul; Atun, Handan
Daily use of video has increased by televisions, but lately people have been using video sharing websites most frequently. This extended use of video sharing websites has emerged a new era for education; teachers and learners can use them to enhance learning in education. Hence, the purpose of this study is to examine primary and secondary school…
Full Text Available Background It is obvious that most of informal learnings of social skills and constructive plays occur in school yards and play-fields where children spend much of their non-official time of teaching. This study aimed to investigate the impact of schools' open space on learning and educational achievement of elementary students in Ahvaz, Southwest of Iran. Materials and Methods At a cross-sectional study, 210 students were selected randomly as sample of study. Data collection tools included Hermance’s achievement motivation questionnaire and researcher-constructed questionnaire (observation checklist to examine the physical parameters of learning schools' open space and interviews with students. Data of study were analyzed in SPSS- 21 software. Results Results of this study showed that schools' open space has a significant impact on learning and academic achievement of elementary school students in Ahvaz- Iran (P
Bell, Courtney A.
Prior research documents the almost universal preference for schools that are "convenient." Drawing on longitudinal interview data gathered from 36 urban parents, I argue parents' preference for "convenient" schools is more complex than previously understood. Conceptions of geography used by policy makers do not adequately capture the ways in…
Technology & Learning, 2008
More than ever, teachers are using digital video to enhance their lessons. In fact, the number of schools using video streaming increased from 30 percent to 45 percent between 2004 and 2006, according to Market Data Retrieval. Why the popularity? For starters, video-streaming products are easy to use. They allow teachers to punctuate lessons with…
“The best and brightest military officers from the United States and around the world come to the Naval Postgraduate School in Monterey, California, to work with world class faculty on real military and defense problems. At NPS, they gain both the intellectual know how and the practical skills for improving defense technologies, systems and programs.” -- President George H.W. Bush
Henningsen, Birgitte; Gundersen, Peter Bukovica; Hautopp, Heidi
This paper introduces to what we define as a collaborative video sketching process. This process links various sketching techniques with digital storytelling approaches and creative reflection processes in video productions. Traditionally, sketching has been used by designers across various...... forms and through empirical examples, we present and discuss the video recording of sketching sessions, as well as development of video sketches by rethinking, redoing and editing the recorded sessions. The empirical data is based on workshop sessions with researchers and students from universities...... and university colleges and primary and secondary school teachers. As researchers, we have had different roles in these action research case studies where various video sketching techniques were applied.The analysis illustrates that video sketching can take many forms, and two common features are important...
Students and faculty at the Gravitational Wave Group in Birmingham, UK developed a remake of the classic 1972 game of Pong. Black Hole Pong was developed to be used in events such as science fairs as a way to engage children and pique interest in black holes. I present the results of a study which assesses the utility of Black Hole Pong and its successors in raising awareness of gravitational wave research, and in fostering conceptual understanding of astrophysics and gravity. Of particular interest in this study is potential use in high school science classrooms during astrophysics units.
This paper is an examination of an artwork produced by a sixth-form student who explores the prohibited spaces of queer lives. She does so through the production of an installation, a dominant format in contemporary art, in which space is a central semiotic vehicle. Rather than choosing a confessional strategy, she distances herself from her own…
The significant public investment that has been made over the past decade in the educational infrastructure of universities, colleges and schools has prompted increasing interest in the re-consideration of learning and the spaces in which learning takes place. Set within policy interest in Australia in how spaces can contribute to the broader…
Full Text Available Abstract: This paper is taken from research which seeks to illustrate how English secondary school music teachers view creativity. It explores methodological issues regarding the eliciting of the views of teachers regarding creativity, with particular reference to the use of videotaped extracts of lessons during in-depth semi-structured interviews. Various research designs and results from previous studies are examined and the implications pointed out. A pilot study using a theoretical four-fold framework (pupil-environment-process-product is reported. A qualitative research design was used to allow teachers to reflect on their own ideas. Music lessons on composition and improvisation from three schools were observed and videotaped. The teachers were interviewed and asked to complete a ‘Musical Career Path’. The process of analysis was assisted by a software package for qualitative research (i.e. NUDIST. The conclusions presented some subcategories that supported the initial framework and exemplified the complexities in defining the term ‘creativity’, pointing to a need for further enquiry. It is suggested that the use of videotaped extracts of lessons for the purpose of discussion with participants during the interviews, proved beneficial in exploring the teachers’ views of creativity. This method may have relevance for both researchers and practitioners interested in teachers’ attitudes.
Jones, Tudor Griffith, III
The purpose of this study was to determine the effect of video-based science instruction and accompanying activity-based instruction on the knowledge, attitudes, and behavioral intentions of high school students' use of seat belts. Secondarily, the purpose was to determine order effects and interactions between the two treatments used in the study: video-based instruction and hands-on activity-based instruction. The study used Ajzen and Fishbein's theory of reasoned action to investigate the factors influencing high school students' behavioral intentions regarding seat belt use. This study used a pretest-posttest-posttest treatment design. Data were collected on 194 students in high school introductory biology and chemistry classes in Gainesville, Florida. Ten intact high school science classes (eight treatment and two control) took pretests and posttests measuring physics knowledge, attitudes, and behavioral intentions toward seat belt use prior to and after participating in the two treatments. The treatment group students participated in at least 500 minutes of instructional time divided among five lessons over 10 instructional days. All participants were pretested on physics knowledge, attitudes, and behavioral intentions toward seat belt use prior to two treatments. Treatment A was defined as participating in one 50-minute video-based instructional lesson. Treatment B was defined as participating in four hands-on science activities regarding crash-related physics concepts. Cronbach's coefficient alpha was used for analysis of the researcher-designed instruments, and ANOVA was used to analyze the data. The results of the analyses (p behavioral intentions regarding seat belts use. The treatment sequence did not result in significantly greater (p behavioral intentions regarding seat belt use. The results of this study indicate that video-based instruction and activity-based instruction can positively change knowledge and behavioral intentions related to seat belt
Ferguson, Christopher J
Research on youth mental health has increasingly indicated the importance of multivariate analyses of multiple risk factors for negative outcomes. Television and video game use have often been posited as potential contributors to attention problems, but previous studies have not always been well-controlled or used well-validated outcome measures. The current study examines the multivariate nature of risk factors for attention problems symptomatic of attention deficit hyperactivity disorder and poor school performance. A predominantly Hispanic population of 603 children (ages 10-14) and their parents/guardians responded to multiple behavioral measures. Outcome measures included parent and child reported attention problem behaviors on the Child Behavior Checklist (CBCL) as well as poor school performance as measured by grade point average (GPA). Results found that internal factors such as male gender, antisocial traits, family environment and anxiety best predicted attention problems. School performance was best predicted by family income. Television and video game use, whether total time spent using, or exposure to violent content specifically, did not predict attention problems or GPA. Television and video game use do not appear to be significant predictors of childhood attention problems. Intervention and prevention efforts may be better spent on other risk factors. Copyright © 2010 Elsevier Ltd. All rights reserved.
Full Text Available Introduction: There is an increasing prevalence of obesity worldwide in children which can be attributed to changes in lifestyle such as sedentary habits, television (TV viewing, playing computer games, and consumption of snacks while watching television. The present study was done to find the association between obesity and TV viewing, computer game playing, sedentary lifestyle in children and also with a secondary objective to assess the association between blood pressure and TV/computer game viewing, sedentary lifestyle in children.Materials and methods: A cross sectional study was conducted at 4 high schools and Pre University Colleges (PUC’S in and around Mangalore during the study period of 4 days from 6 -12 august 2014. 509 students were enrolled. Information was gathered by asking the subjects to fill up a structured questionnaire. Nutritional status was assessed based on Body mass index (BMI and waist-hip ratio, waist-height ratio for all subjects. Blood pressure was measured for all the subjects.Results: It was found that among males 2.7% of students were obese and in females it was 2.3%. There was a significant association between blood pressure and consumption of snacks while watching TV and also between blood pressure and their habit of consumption / buying of snacks/ fast-food advertised in TV. A significant association was found between central obesity (Waist-hip ratio and Waist-height ratio and the number of hours of physical activity per week in schools.Conclusion: There is a need to develop preventive intervention like reducing snack consumption while watching TV and increasing the time dedicated to physical activity.
National Aeronautics and Space Administration — This SBIR application proposes to develop, evaluate, and implement an Internet-based educational outreach site focusing on the varied biological effects of...
Fields, Deborah Anne
This is a theory-building study taking a wide-angled perspective on youths' development of trajectories of identification across social settings of their everyday lives. I investigated the relationships within and between trajectories of identification across the everyday lives of four youth, studying the conflicts, cohesion, and gaps in their trajectories of identification as they moved across and participated in multiple social settings. I asked how trajectories of identification were built across social settings (i.e. relationships within a trajectory of identification); what kinds of relationships existed between youths' trajectories of identification; and what facilitated the building of trajectories of identification across social settings. To study these questions, I argued for three interrelated lenses on identity: local acting and positioning in practice, the ways one thinks of oneself (self-narratives), and the ways that others think of one (others'-narratives). Using these lenses I shaped a connective ethnography studying four 11-12 year old youth across everyday settings including school, home, hobbies like sports and music, community organizations, and peer groups, following two youth for six months and two youth for one year. I analyzed findings across the four youth. The cases presented in this thesis demonstrate the ways that youth form identities through their travel and not just in a single setting. First, I found that youth build trajectories of identification across social settings and not just in a single setting. As learning is not just within a single mind, so is identity developed beyond a single space. Second, I demonstrated how multiple interacting trajectories of identification within a youth's life may shape each other in inclusive and exclusive ways. Third, throughout the cases I highlighted how traveling artifacts can support building trajectories of identification across social settings, including boundary objects, artifacts created
Westerberg, Andreas Rytter; Schoenau-Fog, Henrik
This paper dives into the subject of video game audio and how it can be categorized in order to deliver a message to a player in the most precise way. A new categorization, with a new take on the diegetic spaces, can be used a tool of inspiration for sound- and game-designers to rethink how...... they can use audio in video games. The conclusion of this study is that the current models' view of the diegetic spaces, used to categorize video game audio, is not t to categorize all sounds. This can however possibly be changed though a rethinking of how the player interprets audio....
Beck, Diana Pyse
This study looks at learning contexts and the kinds of learning events that evolve out of a particular context. A former teacher and teacher educator spent several weeks each summer for three years at a Summer Science Camp (SSC) for children. The camp was designed to promote inquiry in science learning for both teachers and the young elementary school-age campers. For this study a group of four children was video taped and observed for two weeks during one of the summers. Using a constructivist approach, written transcripts, video tapes, and fieldnotes were subjected to several methods of analysis to develop an understanding of how the children worked together and apart during this time. Various constructs developed from data gathered in other summers were used to help develop an understanding of the events of the two weeks. Several new constructs for investigating children's learning in science are proposed in this study, including a construct or a unit of study for analyzing children's learning called "spheres of activity." Examinations of spheres include looking at the commonalities expressed by the children included in a sphere. One of these is the way language is used by members of a sphere. Another is the development of fantasies within the sphere or the way fantasies develop out of the activities. This includes how individual children contribute to fantasy constructions and the role that the development of fantasies plays in the children's inquiries into the science phenomena under investigation. Further analysis is done on the deep structures of those fantasies. In addition, the way children use tasks or develop tasks out of the projects assigned by teachers is examined as are the kinds of relationships the children have with the phenomena under investigation. This study enlarges and expands, not only the ways of thinking about and looking at children's science investigations, but also the language we are then able to use when investigating and describing
McDonough, Graham P.
I argue that the crisis of identity Catholic schools are experiencing in the 21st century presents an opportunity for a rediscovery and expanded conversation, both within and beyond the confines of the institutional Church, of what it means to exist separately from the mainstream without restricting internal diversity. I begin by presenting…
As the century unfolds, students will probably rely almost exclusively on electronic resources for their research and reading. In fact, the digitization of information (and entertainment) is already a defining characteristic of this "Information Age" and quite natural to the "digital natives" born into this era. School leaders need to see evidence…
Full Text Available ISIS recruits on a 24/7 basis in over 21 languages over the Internet using videos, memes, tweets and other social media postings and swarming in on anyone that retweets, likes or endorses their materials to try to seduce them into the group. Their unprecedented social media drive has resulted in over 30,000 foreign fighters from more than 100 countries migrating to Syria and Iraq. ISIS recruitment in the U.S. is for the most part Internet based and has resulted in the actual and attempted recruitment of over 100 individuals residing in the U.S. with over 200 Americans traveling to Syria to join terrorist groups. To date very little counter-narrative material exists and most of it is cognitive versus emotionally impactful. The International Center for the Study of Violent Extremism (ICSVE Breaking the ISIS Brand – the ISIS Defectors Interviews Project has managed to collect 43 ISIS defector interviews and thus far produce two video clips of ISIS defectors denouncing the group which were focus tested in this research in a small normative college student sample of 75 undergraduate students. The results demonstrate that American college students find the videos authentic, disturbing and turn them away from ISIS, fulfilling the goals that the project is aiming for in producing counter-narrative materials.
A growing body of literature recognizes the affordances of video in education, especially in relation to lesson observation and reflection as part of teachers' initial teacher education and continuing professional development. Minimal attention has been paid to the outcomes of video-enhanced observation as a source of multiple modes of data for…
Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…
Löwe, Peter; Marín Arraiza, Paloma; Plank, Margret
The influence of Free and Open Source Software (FOSS) projects on Earth and Space Science Informatics (ESSI) continues to grow, particularly in the emerging context of Data Science or Open Science. The scientific significance and heritage of FOSS projects is only to a limited amount covered by traditional scientific journal articles: Audiovisual conference recordings contain significant information for analysis, reference and citation. In the context of data driven research, this audiovisual content needs to be accessible by effective search capabilities, enabling the content to be searched in depth and retrieved. Thereby, it is ensured that the content producers receive credit for their efforts within the respective communities. For Geoinformatics and ESSI, one distinguished driver is the OSGeo Foundation (OSGeo), founded in 2006 to support and promote the interdisciplinary collaborative development of open geospatial technologies and data. The organisational structure is based on software projects that have successfully passed the OSGeo incubation process, proving their compliance with FOSS licence models. This quality assurance is crucial for the transparent and unhindered application in (Open) Science. The main communication channels within and between the OSGeo-hosted community projects for face to face meetings are conferences on national, regional and global scale. Video recordings have been complementing the scientific proceedings since 2006. During the last decade, the growing body of OSGeo videos has been negatively affected by content loss, obsolescence of video technology and dependence on commercial video portals. Even worse, the distributed storage and lack of metadata do not guarantee concise and efficient access of the content. This limits the retrospective analysis of video content from past conferences. But, it also indicates a need for reliable, standardized, comparable audiovisual repositories for the future, as the number of OSGeo projects
Ahmadi, Jamshid; Amiri, Amin; Ghanizadeh, Ahmad; Khademalhosseini, Mitra; Khademalhosseini, Zeinab; Gholami, Zeinab; Sharifian, Maryam
The objective of this study was to assess the prevalence of addiction to the Internet, computer games, DVD, and video and its relationship to anxiety and depression in a sample of Iranian high school students. In this cross-sectional study 1020 high school students (males and females) were selected randomly from different areas of Shiraz city in southern Iran. They were interviewed according to the Diagnostic and Statistical Manual of Mental Disorders, 4(th) ed (DSM-IV) criteria. About 50% of the students were females, 277 students (27.2%) were studying in the first year of high school, 242 (23.7%) were in the second year, and others in the third year. The prevalence of anxiety was significantly higher in females than in males (p video CD dependents (p addiction may cause depression and anxiety in high school students. It seems necessary to develop an Internet addiction prevention program for adolescents taking into account the psychological factors such as depression and Internet use habits.
Full Text Available As the public education system in Northern Ontario continues to take a downward spiral, a plethora of secondary school students are being placed in an alternative educational environment. Juxtaposing the two educational settings reveals very similar methods and characteristics of educating our youth as opposed to using a truly alternative approach to education. This video reviews the relationship between public education and alternative education in a remote Northern Ontario setting. It is my belief that the traditional methods of teaching are not appropriate in educating at risk students in alternative schools. Paper and pencil worksheets do not motivate these students to learn and succeed. Alternative education should emphasize experiential learning, a just in time curriculum based on every unique individual and the students true passion for everyday life. Cameron Culbert was born on February 3rd, 1977 in North Bay, Ontario. His teenage years were split between attending public school and his willed curriculum on the ski hill. Culbert spent 10 years (1996-2002 & 2006-2010 competing for Canada as an alpine ski racer. His passion for teaching and coaching began as an athlete and has now transferred into the classroom and the community. As a graduate of Nipissing University (BA, BEd, MEd. Camerons research interests are alternative education, physical education and technology in the classroom. Currently Cameron is an active educator and coach in Northern Ontario.
Alabi, Omowumi O.
This paper describes a proposed activity to introduce school children in Nigeria to research in hydrology through the public outreach coordinated by the United Nations affiliated African Regional Centre for Space Science and Technology Education in English (ARCSSTE-E). Over the years, ARCSSTE-E has established a vibrant relationship with Nigerian schools through periodic zonal and national space educational workshops organized for students and teachers. The enthusiasm displayed by the students, coupled with the brilliant performance in the evaluation tests, indicated that this method of informal education is suitable for stimulating the interest of Nigerian pre-collegiate youths in space science and technology, and also to inspire the young learners and develop their interest in the Sciences, Technology, Engineering and Mathematics (STEM). Because only few representatives from each school can participate in these public outreach programs, it became expedient for the Centre to inaugurate space clubs in schools as a forum for students and teachers to meet regularly to discuss space related issues. Since the first space club was officially launched in 2007, the Centre has inaugurated over 300 space clubs in primary, secondary and tertiary institutions, strategically distributed over the six geopolitical zones of Nigeria. The presentation highlights a space club activity designed to introduce the students to precipitation data collection, with locally fabricated rain gauges. The paper also documents the proposed post-data collection activities in which ARCSSTE-E, acting as the coordinating Centre will collaborate with other national and international organizations to standardize and utilize the rainfall data collected by the students for ground validation of satellite data from the Global Precipitation Measurement. Key words: Public Outreach, Space Club, Human Capacity Development, Hydrologic Research, Global Precipitation Measurement.
For eighteen years, SRR has brought together interested individuals from the space exploration community, the mining and minerals industries, and the financial sector to discuss issues related to the ISRU of lunar, asteroidal, and martian resources.
Bornoe, Nis; Barkhuus, Louise
Microblogging is a recently popular phenomenon and with the increasing trend for video cameras to be built into mobile phones, a new type of microblogging has entered the arena of electronic communication: video microblogging. In this study we examine video microblogging, which is the broadcasting...... of short videos. A series of semi-structured interviews offers an understanding of why and how video microblogging is used and what the users post and broadcast....
National Aeronautics and Space Administration — The proposed project is to design, develop and fabricate a handheld video game console for astronauts during long space flight. This portable hardware runs...
Miguel Mesquita Duarte
Full Text Available This text takes as a central subject of investigation the documentary film Video Letter (1982, by Shuji Terayama and Shuntaro Tanikawa, inquiring its technical procedures and thematic approaches in parallel with a Jacques Derrida’s essay which is built around a fictional text,L’instant de ma mort, by Maurice Blanchot. The approximation between these two works permits us, despite their differences – one, a video work, the other, a literary text, - explore issues associated with the instant, dead, memory, and the relations inscribing the factual and the fictional, writing and image, as well as conceive new forms of temporality proceeding through the fragmentation and the interruption of the univocal diegetic structures. We try to suggest, by this mean, the privilege of processes related with editing and cut, assessing the emergence of points and singular instants which, being normally attached to the consideration of the still image, ultimately participate and profusely determine the reconstitution and reevaluation of the filmic structure and the image in motion.
This small-scale piece of research was undertaken to examine, retrospectively, the experiences of 10 men, ages 27 through 53, in terms of what constitutes and influences homophobic bullying in the private and state school contexts in the United Kingdom. Using standpoint epistemology and a life histories method, the author investigates what is…
Discusses the use of on-demand streaming video in school libraries. Explains how streaming works, considers advantages and technical issues, and describes products from three companies that are pioneering streaming in the educational video market. (LRW)
Full Text Available ... Health Food & Fitness Diseases & Conditions Infections Drugs & Alcohol School & Jobs Sports Expert Answers (Q&A) Staying Safe Videos for Educators Search English Español Special Needs: Planning for Adulthood (Video) KidsHealth / ...
Full Text Available The Open Discovery Space (ODS project was conceived to introduce innovative resource-based teaching and learning practices in European schools, to promote the creation of communities between European school members and to boost the demand for open educational resources among teachers. After 3 years of applying the ODS innovation model, more than 2,000 European schools have carried out diverse experiences of technology-rich innovation to achieve the project aims. This paper describes the experiences and results of ODS in 7 different European countries, along with the international activities that aim at expanding the scope of the project beyond the European limits.
Ana Belem Diosdado-Ramos
Full Text Available This paper presents the progress of ongoing research we do for the Master of Education for Peace and Coexistence of Indigenous Autonomous University of Mexico School. Which has as its central thesis conviviality at school is built through an ethical and dialogical relationship between individual subjects who interact in high school as a space of multiculturalism. Interest in relationships and structures emanating from horizontality and the community is exposed. Additional argues the relevance of the documentation of the voices emanating from these practices to raise a profound reflection on the educational processes towards the formation of a different regulation stipulated by the curricular speech or educational organization.
This international bestseller and essential reference is the "bible" for digital video engineers and programmers worldwide. This is by far the most informative analog and digital video reference available, includes the hottest new trends and cutting-edge developments in the field. Video Demystified, Fourth Edition is a "one stop" reference guide for the various digital video technologies. The fourth edition is completely updated with all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video (Video over DSL, Ethernet, etc.), as well as discussions of the latest standards throughout. The accompanying CD-ROM is updated to include a unique set of video test files in the newest formats. *This essential reference is the "bible" for digital video engineers and programmers worldwide *Contains all new chapters on MPEG-4, H.264, SDTV/HDTV, ATSC/DVB, and Streaming Video *Completely revised with all the latest and most up-to-date industry standards.
Ramin, John E.
The purpose of this study was to explore the effectiveness of implementing Life Space Crisis Intervention as a school-wide strategy for reducing school violence. Life Space Crisis Intervention (LSCI) is a strength-based verbal interaction strategy (Long, Fecser, Wood, 2001). LSCI utilizes naturally occurring crisis situations as teachable…
Stokmans, Mia; Nieuwenhuijsen, Huib
.... But, research on the digital divide indicates differences in internet skills. This article focusses on the acquisition of digital competences needed to play video games, the oldest digital application...
Johnson, Jesse W.; Blood, Erika; Freeman, Amy; Simmons, Karen
A multiple-probe-across-behaviors design was used to evaluate the effectiveness of video prompts delivered on an iPod Touch to teach food-preparation skills to two high school students with autism spectrum disorders (ASD) and intellectual disability. The special education teacher implemented the procedure in the high school classroom. Student data…
Hellweg, C. E.; Gerzer, R.; Reitz, G.
In the field of space life sciences, the demand of an interdisciplinary and specific training of young researchers is high due to the complex interaction of medical, biological, physical, technical and other questions. The Helmholtz Space Life Sciences Research School (SpaceLife) offers an excellent interdisciplinary training for doctoral students from different fields (biology, biochemistry, biotechnology, physics, psychology, nutrition or sports sciences and related fields) and any country. SpaceLife is coordinated by the Institute of Aerospace Medicine at the German Aerospace Center (DLR) in Cologne. The German Universities in Kiel, Bonn, Aachen, Regensburg, Magdeburg and Berlin, and the German Sports University (DSHS) in Cologne are members of SpaceLife. The Universities of Erlangen-Nürnberg, Frankfurt, Hohenheim, and the Beihang University in Beijing are associated partners. In each generation, up to 25 students can participate in the three-year program. Students learn to develop integrated concepts to solve health issues in human spaceflight and in related disease patterns on Earth, and to further explore the requirements for life in extreme environments, enabling a better understanding of the ecosystem Earth and the search for life on other planets in unmanned and manned missions. The doctoral candidates are coached by two specialist supervisors from DLR and the partner university, and a mentor. All students attend lectures in different subfields of space life sciences to attain an overview of the field: radiation and gravitational biology, astrobiology and space physiology, including psychological aspects of short and long term space missions. Seminars, advanced lectures, laboratory courses and stays at labs at the partner institutions or abroad are offered as elective course and will provide in-depth knowledge of the chosen subfield or allow to appropriate innovative methods. In Journal Clubs of the participating working groups, doctoral students learn
Providing an introduction to current research topics in functional analysis and its applications to quantum physics, this book presents three lectures surveying recent progress and open problems. A special focus is given to the role of symmetry in non-commutative probability, in the theory of quantum groups, and in quantum physics. The first lecture presents the close connection between distributional symmetries and independence properties. The second introduces many structures (graphs, C*-algebras, discrete groups) whose quantum symmetries are much richer than their classical symmetry groups, and describes the associated quantum symmetry groups. The last lecture shows how functional analytic and geometric ideas can be used to detect and to quantify entanglement in high dimensions. The book will allow graduate students and young researchers to gain a better understanding of free probability, the theory of compact quantum groups, and applications of the theory of Banach spaces to quantum information. The l...
Rowe, Emma E.
"Middle-class School Choice in Urban Spaces" examines government funded public schools from a range of perspectives and scholarship in order to examine the historical, political and economic conditions of public schooling within a globalized, post-welfare context. In this book, Rowe argues that post-welfare policy conditions are…
Full Text Available Background: Sleep plays an important role in health. Reduced levels of attention, learning and memory are of adverse outcomes of sleep disorders in students. Objective: The aim of this study was to determine the association of sleep disturbances with watching TV and satellite and playing video games in 14-17 years old high school students of Qazvin. Methods: This cross sectional study was conducted in 653 high school students (14-17 years old in Qazvin that were selected by multistage cluster random sampling method (2013-2014. Data were collected through Pediatric Sleep Questionnaire (PSQ and BEARS questionnaires. Data were analyzed using Chi-square test, T-test, ANOVA and logistic regression analysis. Findings: From 653 students, 392 (60% were female. The mean age was 15.73±0.99 years. The most prevalent sleep disturbances were waking up at night (74.4%, daytime sleepiness (69.8%, napping after school (66.6%, and nightmare (51.1%, respectively. Daytime sleepiness, nightmares, sleep after waking up, falling asleep in school, and nap after school time had significant association with watching satellite. Conclusion: With regards to the results, prevalence of sleep disorders was high in high school students of Qazvin and sleep disturbances were associated with duration of watching satellite.
Through a licensing agreement, Intergraph Government Solutions adapted a technology originally developed at NASA's Marshall Space Flight Center for enhanced video imaging by developing its Video Analyst(TM) System. Marshall's scientists developed the Video Image Stabilization and Registration (VISAR) technology to help FBI agents analyze video footage of the deadly 1996 Olympic Summer Games bombing in Atlanta, Georgia. VISAR technology enhanced nighttime videotapes made with hand-held camcorders, revealing important details about the explosion. Intergraph's Video Analyst System is a simple, effective, and affordable tool for video enhancement and analysis. The benefits associated with the Video Analyst System include support of full-resolution digital video, frame-by-frame analysis, and the ability to store analog video in digital format. Up to 12 hours of digital video can be stored and maintained for reliable footage analysis. The system also includes state-of-the-art features such as stabilization, image enhancement, and convolution to help improve the visibility of subjects in the video without altering underlying footage. Adaptable to many uses, Intergraph#s Video Analyst System meets the stringent demands of the law enforcement industry in the areas of surveillance, crime scene footage, sting operations, and dash-mounted video cameras.
The zonal workshops organized by the space education outreach unit of the African Regional Centre for Space Science and Technology Education utilized recent catastrophic events in Nigeria to attract pre-collegiate youths to space science and technology (SST). About 200 school children, aged between 10 and 18 years participated in the program which was coordinated at 2 different geopolitical zones in Nigeria in 2014. The 2-day event was packed with a lot of fun-filled, hands-on educational activities demonstrating the use of outer space to address prevailing socio-economic problems in the nation. The students were introduced to the Nigerian Earth Observation Satellites, and learned why these satellites cannot be used to track the school girls kidnapped by the terrorist group in the northern part of the country. They were also introduced to other types of satellites and participated in activities on the applications of TRMM satellite data to monitor flood events in Nigeria. The Global Positioning System (GPS) technology was introduced as a navigational tool to curb criminal activities in the country and participants used the hand-held GPS unit for geocaching. The program culminated in the launching of space clubs in all the participating schools and a teacher from each school received resource materials on DVD to nurture the space club. To assess the impact of the workshop on the knowledge level of the participants in space science, quiz competitions were administered and the average score of the students was above 70%. The enthusiasm displayed by the students, coupled with the brilliant performance in the evaluation tests, indicated that this method of informal education, that linked science to the alleviation of national disasters is viable, not only for stimulating the interest of Nigerian pre-collegiate youths in SST, but also to inspire the young learners and develop their interest in the Sciences, Technology, Engineering and Mathematics (STEM).
Welter, Marisete Maria; Jaarsveld, Saskia; Lachmann, Thomas
Previous research showed that in primary school, children's intelligence develops continually, but creativity develops more irregularly. In this study, the development of intelligence, measured traditionally, i.e., operating within well-defined problem spaces (Standard Progressive Matrices) was compared with the development of intelligence…
During the summer of 1985, NASA asked the Association of Schools of Journalism and Mass Communication (ASJMC) to select a U. S. journalist who could ride aboard the space shuttle and report the experience to the American public. Eligibility critieria and selection procedures are discussed. The forty semifinalists are listed.
This qualitative case study utilized hybridity theory, particularly the notion of third spaces, to investigate the ways Turkish immigrants (18 parents and 15 children) negotiate culture, identity, and schooling in the midwestern United States. Data were collected through in-depth interviews, observations, and artifacts, and analyzed using…
Space and place in researching male early high school leaving in. Orange Farm Township. Vangile Bingma. Department of Sociology, University of Pretoria, South Africa. Vangile.Bingma@up.ac.za. I reflect on the methodological processes underpinning a dissertation that investigated male learners' reasons for leaving ...
This paper gives an account of an experiment in which thirty-three high school students of ages 17-19 developed spreadsheet numerical models of satellite and space probe motion. The models are free to download. A survey was carried out to find out the students' opinion of the lessons.
Full Text Available I reflect on the methodological processes underpinning a dissertation that investigated male learners' reasons for leaving high school early and the strategies they employed to negotiate everyday life. A qualitative case study was conducted with nine male early high school leavers between the ages of 18 and 25, as well as 12 stakeholders involved in the Orange Farm Township, south of Johannesburg. Purposive and snowball sampling techniques were used. Data were collected through in-depth interviews, document reviews, and observations. Narrative analysis revealed complications related to the notions of space and place of the potential participants and the researcher. In the first place, the difficulty was not in identifying participants, but in establishing rapport to the extent that they agreed to participate in the research. Assumptions about space and place gave rise to expectations that had to be managed, and consequently the researcher had to rethink the methodological choices. In particular, participants' perceived real social positions and their relation to different social spaces had to be negotiated. It is suggested that relatively novice researchers, researching male early high school leaving in familiar spaces, can mitigate complications of space, place and stigma during fieldwork by using multiple sources of data and strategic, flexible interviewing techniques.
Marília Andrade Torales Campos
Full Text Available This article proposes a reflection upon the public policies in education with regard to the experiences on full-time education – more specifically, on the process of extension and use of school-educational time, carried out in Apucarana/PR. The choice of this research object is justified by the emergence of a new political-economic reality in the country, which imposes the need to rethink school and its social functions. Thus, from the analyzed experience, the emergence of a new concept of school was noticed. This concept is based on a communitarian structure, or on learning communities, and it transcends the classic teacher-student dichotomy, including new learning-teaching individuals. In order to understand the data, it is important to rethink the meaning of time and space, not only in school, but also in families and communities from the social context.
This paper draws on David Harvey's theories of absolute and relational space in order to critique geographically bound school choices of the gentrified middle-class in the City of Melbourne, Australia. The paper relies on interviews with inner-city school choosers as generated by a longitudinal ethnographic school choice study. I argue that the…
Zhang, Q; Slingsby, A.; Dykes, J.; Kraak, M.J.; Blok, C.A.; Ahas, R.
We designed and applied interactive visualisation to help an urban study group investigate how suburban residents in the Tallinn Metropolitan Area (Estonia) use space in the city. We used mobile phone positioning data collected from suburban residents together with their socio-economic
Saponara, Sergio; Donati, Massimiliano; Fanucci, Luca; Odendahl, Maximilian; Leupers, Reiner; Errico, Walter
The on-board data processing is a vital task for any satellite and spacecraft due to the importance of elaborate the sensing data before sending them to the Earth, in order to exploit effectively the bandwidth to the ground station. In the last years the amount of sensing data collected by scientific and commercial space missions has increased significantly, while the available downlink bandwidth is comparatively stable. The increasing demand of on-board real-time processing capabilities represents one of the critical issues in forthcoming European missions. Faster and faster signal and image processing algorithms are required to accomplish planetary observation, surveillance, Synthetic Aperture Radar imaging and telecommunications. The only available space-qualified Digital Signal Processor (DSP) free of International Traffic in Arms Regulations (ITAR) restrictions faces inadequate performance, thus the development of a next generation European DSP is well known to the space community. The DSPACE space-qualified DSP architecture fills the gap between the computational requirements and the available devices. It leverages a pipelined and massively parallel core based on the Very Long Instruction Word (VLIW) paradigm, with 64 registers and 8 operational units, along with cache memories, memory controllers and SpaceWire interfaces. Both the synthesizable VHDL and the software development tools are generated from the LISA high-level model. A Xilinx-XC7K325T FPGA is chosen to realize a compact PCI demonstrator board. Finally first synthesis results on CMOS standard cell technology (ASIC 180 nm) show an area of around 380 kgates and a peak performance of 1000 MIPS and 750 MFLOPS at 125MHz.
Johnson, Don; Johnson, Mike
The process of digital capture, editing, and archiving video has become an important aspect of documenting arthroscopic surgery. Recording the arthroscopic findings before and after surgery is an essential part of the patient's medical record. The hardware and software has become more reasonable to purchase, but the learning curve to master the software is steep. Digital video is captured at the time of arthroscopy to a hard disk, and written to a CD at the end of the operative procedure. The process of obtaining video of open procedures is more complex. Outside video of the procedure is recorded on digital tape with a digital video camera. The camera must be plugged into a computer to capture the video on the hard disk. Adobe Premiere software is used to edit the video and render the finished video to the hard drive. This finished video is burned onto a CD. We outline the choice of computer hardware and software for the manipulation of digital video. The techniques of backup and archiving the completed projects and files also are outlined. The uses of digital video for education and the formats that can be used in PowerPoint presentations are discussed.
This last summer we held the 5th Los Alamos Space Weather Summer School. This 8-week long program is designed for mid-career graduate students in related fields to come to LANL, receive lectures on space physics and space environment topics, and carry out a research project under the mentorship of LANL staff members. We accept typically 6-8 students to the program, with a strong applicant pool to choose from. This type of summer school program is relatively unique in the space physics community—there are several other summer schools but they are of shorter duration and do not include the mentor-research project aspect which builds a strong one-on-one connection between the summer student and his/her LANL mentor(s). From the LANL perspective, this program was intended to have several benefits including building collaborations between LANL staff and universities and recruitment of potential postdocs. From the student perspective, this program is not only an educational opportunity but a strong networking opportunity and a chance to enhance their professional skills and publication record. Students are permitted to work on projects directly related to their thesis or on projects in areas that are completely new to them. At the end of the summer school, the students also develop their presentation skills by preparing and giving AGU-style presentations on their research projects to the research group. Over the past five years the summer school has increased in popularity, and the feedback from the student participants has been very positive. Alumni of the program have continued collaborations with their mentors, resulting in publications and conference presentations, and one postdoc hire to date.
Choul Woong Kwon
Full Text Available There has been a significant increase in opportunities to improve school environments in the UK. There has, however, been little study on the design of sheltered transitional spaces, despite growing architectural demand for this, examples of which can be easily found in most primary schools in the UK. Computer simulations (Rayman, Ecotect and Winair4 were performed to identify the influence of different parameters: that of having a canopy; the effect of the transmissivity of the canopy material (three transparencies 0%, 50% and 90% were considered; orientation (four orientations—north, east, south and west—were considered; and location (three cities: London, Manchester and Glasgow. The combined effects of canopy transparency and orientation were shown to be critical design considerations in affecting comfort conditions in outdoor spaces. It was found that outdoor comfort conditions in the transitional space can be enhanced by 41.5% in August by choosing a canopy of 0% transparency, compared with a canopy of 90% transparency in London. The fixed canopy with a higher transparency helped to increase outdoor thermal comfort in Glasgow, while one with a lower transparency showed better performance during summer in London. This research will help design environmentally sophisticated transitional spaces in schools.
Abdullah, M.; Majid, R. A.; Bais, B.; Bahri, N. S.; Asillam, M. F.
Cultivating research culture at an early stage is important for capacity building in a community. The high school level is the appropriate stage for research to be introduced because of students' competitive nature. Participation in the space weather competition is one of the ways in which research aptitude can be fostered in high school students in Malaysia. Accordingly, this paper presents how research elements were introduced to the students at the high school level through their participation in the space weather competition. The competition required the students to build a system to detect the presence of solar flares by utilizing VLF signals reflected from the ionosphere. The space weather competition started off with proposal writing for the space weather related project where the students were required to execute extensive literature review on the given topic. Additionally, the students were also required to conduct the experiments and analyse the data. Results obtained from data analysis were then validated by the students through various other observations that they had to carry out. At the end of the competition, students were expected to write a comprehensive technical report. Through this competition, the students learnt how to conduct research in accordance to the guidelines provided through the step by step approach exposed to them. Ultimately, this project revealed that the students were able to conduct research on their own with minimal guidance and that participation in the competition not only generated enjoyment in learning but also their interest in science and research.
Brown, N.; Prakash, A.
In the summer of 2004, the Alaska Space Grant Program (ASGP) made its first step to start a new and unique initiative to bring geospatial education to the high schools. Setting up this education outreach effort in the largest of the 50 states of US that has a population density of about one person per square mile, has its unique benefits and challenges. It is particularly rewarding as one reaches out to distant native and minority communities in their own local environment. Introducing Earth and Space Science topics with a geospatial context makes such educational efforts of local relevance. Training in the use of Earth and Space Science data and tools is of practical significance to the distant communities and also contributes to the development of a new technically skilled geospatial workforce that is prepared to meet the state and national needs. In the summer of 2004 ASGP ran the first two week summer workshop on "Global Positioning System (GPS) and Geographic Information System (GIS) for Alaska School Teachers". Fourteen high school teachers from various parts of the state participated and received training on the use of GPS and GIS and carried out small projects of significance to their local regions. Follow up visits were made by the course instructors to some selected schools and within six months, two high schools incorporated these in their class room teaching (www.gi.alaska.edu/~prakash/teaching/geos595). To reach out to schools that do not have well established computational facilities, ASGP build a mobile GIS laboratory with 15 laptops-GPS-GIS software assemblage. This mobile set up will be used in the second two week summer course scheduled to be run in June 2005. This batch of teachers will be more comfortable introducing GPS/GIS technology in their class rooms where they will have the possibility to use the same hardware and software setup as they used during their training, ensuring even greater success of this initiative.
Stokmans, Mia; Nieuwenhuijsen, Huib
Despite a turbulent ever-changing digital environment, it appears as if everyone who has access, is capable of using digital information. But, research on the digital divide indicates differences in internet skills. This article focusses on the acquisition of digital competences needed to play video
This book explores the power of using media education to help urban teenagers develop their critical thinking and literacy skills. Drawing on 20 years of experience working with inner-city youth at the Educational Video Center (EVC) in New York City, the author looks at both the problems and possibilities of this model of media education.…
Özerk, Meral; Özerk, Kamil
"Video modeling" is one of the recognized methods used in the training and teaching of children with Autism Spectrum Disorders (ASD). The model's theoretical base stems from Albert Bandura's (1977; 1986) social learning theory in which he asserts that children can learn many skills and behaviors observationally through modeling. One can…
Musset, Matthew; Topping, Keith
Video interaction guidance (VIG) is an increasingly recognised evidence-based intervention. VIG was used to enhance pupil responses during a group work programme. Fifteen primary-aged classes across a range of socio-economic status received regular group work over a year. A mixed methods repeated measures design involved nine experimental classes…
The Disciplinary Core Ideas (DCI) of the Next Generation Science Standards (NGSS) are grouped into the broad disciplinary areas of Physical Sciences, Life Sciences, Earth and Space Sciences, and Engineering, Technology and Application of Science, and feature learning progressions based on endpoint targets for each grade band. Since the Middle School DCIs build on the expected learning achievements to be reached by the end of Fifth Grade, and High School DCI similarly build on the expected learning achievements expected for the end of Eighth Grade, the Middle School grade band is of particular importance as the bridge between the Elementary and High School curriculum. In states where there is not a special Middle School Certification many of these science classes are taught by teachers prepared to teach at the Elementary level (and who may have limited content background). As a result, some pre-service and in-service teachers have expressed reduced self-confidence in both their own science content knowledge and their ability to apply it in the NGSS-based classroom, while decades of research has demonstrated the pervasiveness of science misconceptions among teachers. Thus the adoption of NGSS has the potential to drive talented teachers out of the profession who feel that they are ill-prepared for this sweeping transition. The key is providing rigorous education in both content and pedagogy for pre-service teachers and quality targeted professional development for in-service teachers. This report focuses on the Middle School Space Sciences grade band DCIs and presents research on specific difficulties, misconceptions and uncertainties with the material demonstrated by pre-service education students over the past four years in a required university science content course, as well as two year-long granted workshop series for current Middle School teachers. This information is relevant to the development of both new content courses aligned with NGSS for pre
Squire, Kurt D.
Recently, attention has been paid to computer and video games as a medium for learning. This article provides a way of conceptualizing them as possibility spaces for learning. It provides an overview of two research programs: (1) an after-school program using commercial games to develop deep expertise in game play and game creation, and (2) an…
Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.
Interactive video and television viewers should have the power to control their viewing position. To make this a reality, we introduce the concept of Immersive Video, which employs computer vision and computer graphics technologies to provide remote users a sense of complete immersion when viewing an event. Immersive Video uses multiple videos of an event, captured from different perspectives, to generate a full 3D digital video of that event. That is accomplished by assimilating important information from each video stream into a comprehensive, dynamic, 3D model of the environment. Using this 3D digital video, interactive viewers can then move around the remote environment and observe the events taking place from any desired perspective. Our Immersive Video System currently provides interactive viewing and `walkthrus' of staged karate demonstrations, basketball games, dance performances, and typical campus scenes. In its full realization, Immersive Video will be a paradigm shift in visual communication which will revolutionize television and video media, and become an integral part of future telepresence and virtual reality systems.
Hellweg, C. E.; Spitta, L. F.; Kopp, K.; Schmitz, C.; Reitz, G.; Gerzer, R.
Training young researchers in the field of space life sciences is essential to vitalize the future of spaceflight. In 2009, the DLR Institute of Aerospace Medicine established the Helmholtz Space Life Sciences Research School (SpaceLife) in cooperation with several universities, starting with 22 doctoral candidates. SpaceLife offered an intensive three-year training program for early-stage researchers from different fields (biology, biomedicine, biomedical engineering, physics, sports, nutrition, plant and space sciences). The candidates passed a multistep selection procedure with a written application, a self-presentation to a selection committee, and an interview with the prospective supervisors. The selected candidates from Germany as well as from abroad attended a curriculum taught in English. An overview of space life sciences was given in a workshop with introductory lectures on space radiation biology and dosimetry, space physiology, gravitational biology and astrobiology. The yearly Doctoral Students' Workshops were also interdisciplinary. During the first Doctoral Students' Workshop, every candidate presented his/her research topic including hypothesis and methods to be applied. The progress report was due after ∼1.5 years and a final report after ∼3 years. The candidates specialized in their subfield in advanced lectures, Journal Clubs, practical trainings, lab exchanges and elective courses. The students attended at least one transferable skills course per year, starting with a Research Skills Development course in the first year, a presentation and writing skills course in the second year, and a career and leadership course in the third year. The whole program encompassed 303 h and was complemented by active conference participation. In this paper, the six years' experience with this program is summarized in order to guide other institutions in establishment of structured Ph.D. programs in this field. The curriculum including elective courses is
Full Text Available In this design-based study we have examined students’ encounters with a computer game, Energispillet.no, in school. How do students deal with complex issues related to energy and environment in a digital simulation-based video game? How does the meetings between the gaming arena and the school arena unfold? The study was conducted in a vocational class (electricity, two groups with respectively 3 and 4 pupils. We have analyzed spoken and written student texts with selected elements from Halliday’s systemic functional grammar. In our material, we saw two different encounters between the gaming arena and the school arena. One group that predominantly interpreted Energispillet in a gaming frame and one group that drew on working methods associated with both gaming- and school arena. In the game the students encounter “texts” that do not convey facts or certain knowledge, but on the contrary entrusts the players to do their own considerations. Based on their own values and attitudes students must jointly make use of knowledge from different disciplines such as natural science, social studies, economics and ethics to make ongoing assessments, argue points of view, and make informed choices during gameplay. One group explored the game extremely and one-sided and reflected on the complex issues in the game once they left the game world. The other group did more joint reflection, both during and after gaming.
Schnittka, Christine G.; Evans, Michael A.; Won, Samantha G. L.; Drape, Tiffany A.
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 youth learn in engineering design-based after-school settings? Traditional assessments often fail to capture the ways youth learn in informal settings, and deep science understandings are notoriously difficult to measure. In this study, we examined three after-school settings where 65 youth were learning science through engineering design challenges. In this informal setting, we examined storyboards, social networking forum (SNF) chat logs, videos of whole-class interactions, interviews with groups and single participants, and traditional multiple-choice pre- and posttest results. As we looked for evidence of learning, we found that the social networking forum was rich with data. Interviews were even more informative, much more so than traditional pencil and paper multiple-choice tests. We found that different kinds of elicitation strategies adopted by site leaders and facilitators played an important role in the ways youth constructed knowledge. These elicitation strategies also helped us find evidence of learning. Based on findings, future iterations of the curricula will involve tighter integration of social networking forums, continued use of videotaped interviews for data collection, an increased focus on training site leaders and facilitators in elicitation strategies, and more open-ended pencil and paper assessments in order to facilitate the process of looking for learning.
Full Text Available In order to affirm the correlation in anthropological space of psychomotor and cognitive abilities, and their connectivity to success in studying, research was conducted on a random sample of 200 female high school students. The sample had 7 sets of primary psychomotor indicators and also the sample was generally successful in studying. According to the criteria of the formal curriculum in education for kinesiology, the sample was being sub-sampled in increments of two to four hours per week. The correlation analysis was applied in order to correlate the psychomotor variable to the critical variable of success in studying. The assumption at the beginning of the experiment was proven true because there is significant connectedness between the system of psychomotor variable and the variable of general success in studying by female high school students. The research reaffirmed what previous scientific studies have found about the real connectedness of psychomotor and cognitive dimensions in anthropological space.
Sandra Elena Gómez
Full Text Available At present the reconfiguration and re-signification of traditional eating habits are not only connected to the food production process but also to its adaptation to certain globalized consumption and socialization forms [fast food], which are typical of urban life. This proposal was developed together with the students of a UNICEN-dependant secondary school, Colegio Nacional Ernesto Sabato. This paper is about the social consumption space, and it makes use of Human Sciences qualitative perspective to perform an analysis and interpretation in school geography. The film "Super Size Me" was shown and used as a didactic strategy. The complex relation between consumption, territory and society were explored within the current context of local and global growing social consumption practices. This paper is a qualitative approach, from moving visual images, to consumers'behavior, to their motivations and to their consuming habits within urban recreation and food consumption spaces
Lindstrom, M. M.; Tobola, K. W.; Stocco, K.; Henry, M.; Allen, J. S.; McReynolds, Julie; Porter, T. Todd; Veile, Jeri
As the scientific community studies Mars remotely for signs of life and uses Martian meteorites as its only available samples, teachers, students, and the general public continue to ask, How do we know these meteorites are from Mars? This question sets the stage for a six-lesson instructional package Space Rocks Tell Their Secrets. Expanding on the short answer It s the chemistry of the rock , students are introduced to the research that reveals the true identities of the rocks. Since few high school or beginning college students have the opportunity to participate in this level of research, a slide presentation introduces them to the labs, samples, and people involved with the research. As they work through the lessons and interpret authentic data, students realize that the research is an application of two basic science concepts taught in the classroom, the electromagnetic spectrum and isotopes.
Lindstrom, M. M.; Tobola, K. W.; Stocco, K.; Henry, M.; Allen, J. S.
As the scientific community studies Mars remotely for signs of life and uses Martian meteorites as its only available samples, teachers, students, and the general public continue to ask, "How do we know these meteorites are from Mars?" This question sets the stage for a three-lesson instructional package Space Rocks Tell Their Secrets. Expanding on the short answer "It's the chemistry of the rock", students are introduced to the research that reveals the true identities of the rocks. Since few high school or beginning college students have the opportunity to participate in this level of research, a slide presentation introduces them to the labs, samples, and people involved with the research. As they work through the lessons and interpret real data, students realize that the research is an application of basic science concepts they should know, the electromagnetic spectrum and isotopes. They can understand the results without knowing how to do the research or operate the instruments.
Lindstrom, M. M.; Tobola, K. W.; Allen, J. S.; Stocco, K.; Henry, M.; Allen, J. S.; McReynolds, Julie; Porter, T. Todd; Veile, Jeri
As the scientific community studies Mars remotely for signs of life and uses Martian meteorites as its only available samples, teachers, students, and the general public continue to ask, "How do we know these meteorites are from Mars?" This question sets the stage for a six-lesson instructional package Space Rocks Tell Their Secrets. Expanding on the short answer "It's the chemistry of the rock", students are introduced to the research that reveals the true identities of the rocks. Since few high school or beginning college students have the opportunity to participate in this level of research, a slide presentation introduces them to the labs, samples, and people involved with the research. As they work through the lessons and interpret authentic data, students realize that the research is an application of two basic science concepts taught in the classroom, the electromagnetic spectrum and isotopes. Additional information is included in the original extended abstract.
Lucinei Pereira da Silva
Full Text Available The representations and memory of living space are essential to developing mental maps and cartographic documents. In this regard this investigation as a primary objective to understand how mind maps can contribute pedagogically classes in Geography and History as well, breaking the dichotomy space / time. From the point of view of theoretical and methodological the research relied on the analysis of the school project “Our Neighborhood, Our Place” developed at the Municipal School “Vereador Hamilton Teodoro” in Governador Valadares (MG, along with a group of 7th grades from elementary school and the articulation of authors who discuss the concepts of representation, memory, space and place.
This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...
Helen Gail Prosser
Northern Lakes College in north-central Alberta is the first post-secondary institution in Canada to use the Media on Demand digital video system to stream large video files between dispersed locations (Karlsen). Staff and students at distant locations of Northern Lakes College are now viewing more than 350 videos using video streaming technology. This has been made possible by SuperNet, a high capacity broadband network that connects schools, hospitals, libraries and government offices thr...
Smull, Neil A.; Armstrong, Gerald L.
Amity Elementary School in Boise, Idaho, features a solar space heating and domestic hot water system along with an earth covering to accommodate the passive aspects of energy conservation. (Author/MLF)
Valérie Lussi Borer
Full Text Available This two-year longitudinal study examined the collective and individual effects of a collaborative video learning lab (CVLL in a French lower-secondary high-poverty school. The CVLL was designed to: i determine the learning objects shared by the in-service teachers based on their actual teaching activities and ii encourage them to participate in a collaborative inquiry on their filmed activity regarding the selected shared learning object, with the goal of supporting them as they appropriate more efficient teaching practices..The participants were novice in-service teachers (n=2 and experienced teacher-facilitators (n=2. Data consisted of cross-analysis of video recordings (n=37 from i classroom teaching activity (n=11, ii CVLL sessions (n=6, and iii teachers’ observations and comments on both (n=20. The results revealed that novice and experienced teachers lived critical experiences in the CVLL regarding the shared learning object and show how they transformed their activity as teachers, mentors or facilitators. Questo studio longitudinale di due anni esamina gli effetti collettivi e individuali di un laboratorio di apprendimento collaborativo con video (CVLL in una scuola secondaria inferiore francese con alto grado di povertà. Il CVLL è stato progettato per: i determinare i learning object condivisi dai docenti in servizio in base alle loro reali attività di insegnamento e ii incoraggiarli a partecipare ad un’indagine collaborativa sulle attività videoregistrate concernenti il learning object condiviso selezionato, con l’obiettivo di sostenerli nel fare proprie pratiche di insegnamento più efficaci. I partecipanti sono insegnanti novizi in servizio (n=2 e insegnanti facilitatori esperti (n=2. I dati raccolti consistono in un’analisi incrociata delle registrazioni video (n=37, da i attività didattica in aula (n=11, ii sessioni CVLL (n=6, iii osservazioni e commenti degli insegnanti su entrambi (n=20. I risultati mostrano che gli
Kim, Uk; Yang, Junyoung
Living conditions and social environment are changing through time, and recently schooling population is diminishing in Korea. Thus the number of abandoned schools has increased. In order to utilize unused space a mechanism is required for the exchange of various ideas. However, there is little effort to provide a platform for this purpose. This…
Allweiss, Alexandra; Grant, Carl A.; Manning, Karla
This critical article provides insights into how media frames influence our understandings of school reform in urban spaces by examining images of students during the 2013 school closings in Chicago. Using visual framing analysis and informed by framing theory and critiques of neoliberalism we seek to explore two questions: (1) What role do media…
This article outlines how social justice theories, in combination with the concepts of infrastructure access, literacies and community acceptance, can be used to think about equity in out-of-school science learning. The author applies these ideas to out-of-school learning via television, science clubs, and maker spaces, looking at research as well…
Ingrey, Jennifer C.
This paper derives from a larger study, looking at how students in one secondary school in Ontario problematised and understood gender expression. This study applies a Foucaultian analytic framework of disciplinary space to the problem of the bathroom in public schools. It focuses specifically on the surveillance and regulation of gendered bodies…
Kier, Meredith Weaver
National efforts to interest students in STEM careers are intensifying around the globe, due to a shortage of professionals to fill the growing demands in these fields. Although some US studies find high interest in STEM in K-12 students, longitudinal studies show a decline in interest following middle school. Many students, particularly females and minorities, feel that they do not fit the image of a STEM professional. Little is known about perceptions held by students in rural areas, who have limited access to diverse STEM careers. This dissertation study employed an in school STEM career video intervention with eighty-five rural, minority, eighth grade students in a high poverty district in the southeastern US. Research questions explore students' STEM career interests before and after the STEM career video intervention, and analyze how students in this population negotiate a potential identity in STEM. Applying aspects of Lent, Brown, & Hackett's social cognitive career theory (SCCT), students' exploration sheets and video planning sheets were coded to understand positive or negative contributors to STEM career interests. Students' initial explorations were limited to careers to which they had been previously exposed at home or in class, and were influenced by their personal dispositions Over the course of the intervention, increased knowledge of careers increased the diversity of careers selected, attention to educational level, and the influence of more sophisticated career outcomes on interest. Students selected careers based on personal interests and outcome expectations, but were able to identify how their academic strengths, dispositions, and family support systems related to their career goals. Post survey analyses found the presence of role models and high self-efficacy were new predictors of interest. Study results imply that similar interventions can help students gain more sophisticated understandings of careers, can motivate students without
Abdullah, Mardina; Abd Majid, Rosadah; Bais, Badariah; Syaidah Bahri, Nor
Soft skills fulfill an important role in shaping an individual's personality. It is of high importance for every student to acquire adequate skills beyond academic or technical knowledge. The objective of this project was to foster students' enthusiasm in space science and develop their soft skills such as; interpersonal communication, critical thinking and problem-solving, team work, lifelong learning and information management, and leadership skills. This is a qualitative study and the data was collected via group interviews. Soft skills development among high school students were nurtured through space weather competition in solar flare detection. High school students (16 to 17 years old) were guided by mentors consisting of science teachers to carry out this project based on a module developed by UKM's researchers. Students had to acquire knowledge on antenna development and construct the antenna with recyclable materials. They had to capture graphs and identify peaks that indicate solar flare. Their findings were compared to satellite data for verification. They also presented their work and their findings to the panel of judges. After observation, it can be seen that students' soft skills and interest in learning space science had become more positive after being involved in this project.
Zhou, Saohua; Krüger, Volker; Chellappa, Rama
Recognition of human faces using a gallery of still or video images and a probe set of videos is systematically investigated using a probabilistic framework. In still-to-video recognition, where the gallery consists of still images, a time series state space model is proposed to fuse temporal...... demonstrate that, due to the propagation of the identity variable over time, a degeneracy in posterior probability of the identity variable is achieved to give improved recognition. The gallery is generalized to videos in order to realize video-to-video recognition. An exemplar-based learning strategy...... of the identity variable produces the recognition result. The model formulation is very general and it allows a variety of image representations and transformations. Experimental results using videos collected by NIST/USF and CMU illustrate the effectiveness of this approach for both still-to-video and video...
Although innovations in space education were introduced in many developing countries with good intentions, too many changes and challenges in the existing system have often penalized those who needed them the most. Consequently, the students and teachers in the underprivileged schools face isolation, neglect and coupled with inadequate pedagogic attention, poor infrastructure and insufficient resources, inadvertently suffer. Surprisingly, these deprived school students possess cognitive capabilities of comprehending nature. One of the most compelling situations in Indian school education is that the syllabus is often modified haphazardly without the necessary groundwork and infrastructure to implement it. Apparently, there has neither been teaching nor learning on applied knowledge. Despite the growth in communication and technology applications in space education, inequalities continue to exist in developing countries. In our present society many crucial services are provided by space and it becomes imperative that students have a comprehensive knowledge of space and space based technologies. To realize these objectives, we have adopted a comprehensive and holistic capacity building mechanism which incorporates differentiated instructional strategy on teaching space education in underprivileged schools. Because differentiation and scaffolding techniques yield similar instructional goals, we have blended together both the approaches to the point of being indistinguishable and this proved successful. Initiation was done through the setting up of an Astronomy Club in a backward area in Hyderabad and necessary infrastructure was provided by one of the authors. A state of the art audio-visual room with LCD Projector for ICT mode of presentations of various astronomy and space topics, having a seating capacity of 50 students is in place. A laptop, printer and Wi-Fi connection exists. In addition, visual charts on various celestial phenomena and objects, inspirational
Full Text Available This article deals with the toy library as an area of research on child's play and on the child. In dialogue with psychoanalysis, the article aims to address aspects that characterize the children play in an environment of toy library. The study presents a reflection from the results of six sessions of observation of the ‘house play’ among children of the school of infantile education. The observation of the play activity was accompanied by the daily record in the field of actions and words of the thirteen children participating in the study. The study shows that the child is playing in a subjective space and is a preferred vehicle for achieving symbolic of desires and fantasies, the reality of transformation and creation of new knowledge. Therefore, it emphasizes the importance of valuing the toy library at school as a way of redemption and make of play in school of infantile education and highlights the value of play for learning and development of children in school of infantile education.
Mitchell A McLarnon
Full Text Available With the intention of disrupting and re-imagining traditional conference spaces, this article is a poetic compilation developed from a Curriculum Studies conference symposium that took place on a school bus. During the School Bus Symposium, in situ poetry writing and reading, song and storytelling occurred in response to open ended prompts and facilitation of creative activities. After the symposium, a call was issued to invite participants to submit any poetry or stories produced during, or inspired by the session. Consisting of 18 submissions including poetry, story, photography and creative essays, infused by curriculum theory and poetic inquiry, this collection offers an inclusive, reflective, participatory, and experiential rendering where participants are living and journeying poetically. Emphasizing creative engagement with personal memories, the authors collectively aimed to promote art education through imaginative approaches to curriculum studies, poetic inquiry and academic conferences.
Nortvig, Anne Mette; Sørensen, Birgitte Holm
This project’s aim was to support and facilitate master’s students’ preparation and collaboration by making video podcasts of short lectures available on YouTube prior to students’ first face-to-face seminar. The empirical material stems from group interviews, from statistical data created through...... YouTube analytics and from surveys answered by students after the seminar. The project sought to explore how video podcasts support learning and reflection online and how students use and reflect on the integration of online activities in the videos. Findings showed that students engaged actively...
Smith, C. W.; Broad, L.; Goelzer, S.; Lessard, M.; Levergood, R.; Lugaz, N.; Moebius, E.; Schwadron, N.; Torbert, R. B.; Zhang, J.; Bloser, P. F.
Every summer for the past 25 years the University of New Hampshire (UNH) has run a month-long, residential outreach program for high school students considering careers in mathematics, science, or engineering. Space science is one of the modules. Students work directly with UNH faculty performing original work with real spacecraft data and hardware and present the results of that effort at the end of the program. Recent research topics have included interplanetary waves and turbulence as recorded by the ACE and Voyager spacecraft, electromagnetic ion cyclotron (EMIC) waves seen by the RBSP spacecraft, interplanetary coronal mass ejections (ICME) acceleration and interstellar pickup ions as seen by the STEREO spacecraft, and prototyping CubeSat hardware. Student research efforts can provide useful results for future research efforts by the faculty while the students gain unique exposure to space physics and a science career. In addition, the students complete a team project. Since 2006, that project has been the construction and flight of a high-altitude balloon payload and instruments. The students typically build the instruments they fly. In the process, students learn circuit design and construction, microcontroller programming, and core atmospheric and space science. Our payload design has evolved significantly since the first flight of a simple rectangular box and now involves a stable descent vehicle that does not require a parachute, an on-board flight control computer, in-flight autonomous control and data acquisition of multiple student-built instruments, and real-time camera images sent to ground. This is a program that can be used as a model for other schools to follow and that high schools can initiate. More information can be found at .
Sergio Baptista da Silva
Full Text Available The article aims to report and reflect on the author's experience as a lecturer on Research Methodology as a subject of the Specialization Course in Professional Education Integrated to Basic Education - Youth and Adults Education - Differentiated proposal for indigenous (PROEJA INDÍGENA at the Federal University of Rio Grande do Sul. The report focuses primarily on the discussion and construction of qualitative methodological tools for mapping spaces and educational practices in indigenous lands, with which it’s intended to contribute to the indigenization of Amerindian schools and promote the introduction of their socio-cosmo-ontologies in educational processes.
This Report describes an actual demonstration of transfer to non-space use of technologies developed for space programs applications. Techniques used in assessing static and dynamic characteristics of the Blair High School gymnasium involved data acquisition by continuous scanning of strain gauge data acquired over a time of wide-temperature range, and analysis by a computer routine developed by Jet Propulsion Laboratory five years ago. The advantage of this method over conventional structural testing of uniquely designed structures was proved. More importantly, the process of demonstration was shown to be of great assistance to, and extension of, normal methods of disseminating information of new technologies. It is felt that significant benefit will derive from this improved mode oi concept transfer.
Rasmussen, Lisa Rosén
in-between spaces come into being through specific attention to their danger and potential, but also in relation to the perception and construction of classrooms and school layout. In this the alteration of the in-between spaces pulls together important dynamics in the formation of the Danish primary......-between spaces has taken shape in complex material-discursive intra-actions related to shifting concerns about the vulnerable and yet potential child as well as through available building materials, architectural designs and the number and organization of pupils’ bodies. By using this approach and working...
National Aeronautics and Space Administration — MaXentric's is proposing a radiation tolerant Software Define Video Processor, codenamed SDVP, for the problem of advanced motion imaging in the space environment....
Selvi, B. Tamil; Thangarajathi, S.
Teaching once was considered as a noble job but, within the last decade it has become an increasingly stressful profession for school teachers. Increased work load, insufficient salary package, fast changing curriculum, increase in the responsibilities of the students, modern fast mechanical life, conflicts with the colleagues and with higher…
Fields, Deborah; Vasudevan, Veena; Kafai, Yasmin B.
We highlight ways to support interest-driven creation of digital media in Scratch, a visual-based programming language and community, within a high school programming workshop. We describe a collaborative approach, the programmers' collective, that builds on social models found in do-it-yourself and open source communities, but with scaffolding…
Gross, N. A.; Schrijver, K.; Bagenal, F.; Sojka, J. J.; Wiltberger, M. J.
edagogical tools that promote student interaction can be applied successfully during graduate workshops to enhance community and communication among the participants and instructors. The NASA/LWS funded Heliophysics Summer School and the NSF funded Space Weather Summer School provide graduate students starting research in the field, and others who are involved in space physics, an opportunity to learn from and interact with leaders in the field and each other. These interactions can happen casually, but there are a number of programatic aspects that foster the interaction so that they can be as fruitful as possible during the short period. These include: specific "ice-breaker" activities, practicing "elevator speeches", embedded lecture questions, question cards, discussion questions, interactive lab activities, structured lab groups, and use of social media. We are continuing to develop new ways to foster profession interaction during these short courses. Along with enhancing their own learning, the inclusion of these strategies provides both the participants and the instructors with models of good pedagogical tools and builds community among the students. Our specific implementation of these strategies and evidence of success will be presented.
Luyet, Audra; Matarazzo, Anthony; Folta, David
Northeast High Magnet School of Philadelphia, Pennsylvania is a proud sponsor of the Space Research Center (SPARC). SPARC, a model program of the Medical, Engineering, and Aerospace Magnet school, provides talented students the capability to successfully exercise full simulations of NASA manned missions. These simulations included low-Earth Shuttle missions and Apollo lunar missions in the past, and will focus on a planetary mission to Mars this year. At the end of each scholastic year, a simulated mission, lasting between one and eight days, is performed involving 75 students as specialists in seven teams The groups are comprised of Flight Management, Spacecraft Communications (SatCom), Computer Networking, Spacecraft Design and Engineering, Electronics, Rocketry, Robotics, and Medical teams in either the mission operations center or onboard the spacecraft. Software development activities are also required in support of these simulations The objective of this paper is to present the accomplishments, technology innovations, interactions, and an overview of SPARC with an emphasis on how the program's educational activities parallel NASA mission support and how this education is preparing student for the space frontier.
The purpose of this mixed methods study was to examine the effect of teachers' professional development in video technology (PBS & Sesame Street videos) on mathematics and the English language learning among nursery students in the rural area of Pakistan where it was impossible for students to experience watching videos for learning purposes.…
Ledo, David; Aseniero, Bon Adriel; Greenberg, Saul
Video conferencing commonly employs a video portal metaphor to connect individuals from remote spaces. In this work, we explore an alternate metaphor, a shared depth-mirror, where video images of two spaces are fused into a single shared, depth-corrected video space. We realize this metaphor in One......Space, where the space respects virtual spatial relationships between people and objects as if all parties were looking at a mirror together. We report preliminary observations of OneSpace's use, noting that it encourages cross-site, full-body interactions, and that participants employed the depth cues...
Otrel-Cass, Kathrin; Khoo, Elaine; Cowie, Bronwen
to consider must be expanded. This article explicates theoretical and practical ideas related to teachers’ application of their ICT technology, pedagogy, and content knowledge (TPACK) in science. The article unpacks the social and technological dimensions of teachers’ use of TPACK when they use digital videos...... to scaffold learning. It showcases the intricate interplay between teachers’ knowledge about content, digital video technology, and students’ learning needs based on a qualitative study of two science teachers and their students in a New Zealand primary school....
Full Text Available Video is a popular and a motivating potential medium in schools. Using video in the language classroom helps the language teachers in many different ways. Video, for instance, brings the outside world into the language classroom, providing the class with many different topics and reasons to talk about. It can provide comprehensible input to the learners through contextualised models of language use. It also offers good opportunities to introduce native English speech into the language classroom. Through this article I will try to show what the benefits of using video are and, at the end, I present an instrument to select and classify video materials.
Helen Gail Prosser
Full Text Available Northern Lakes College in north-central Alberta is the first post-secondary institution in Canada to use the Media on Demand digital video system to stream large video files between dispersed locations (Karlsen. Staff and students at distant locations of Northern Lakes College are now viewing more than 350 videos using video streaming technology. This has been made possible by SuperNet, a high capacity broadband network that connects schools, hospitals, libraries and government offices throughout the province of Alberta (Alberta SuperNet. This article describes the technical process of implementing video streaming at Northern Lakes College from March 2005 until March 2006.
Dolea, Paul; Vladut Dascal, Paul
This paper presents the main practical aspects regarding the organization of a summer school in the field of Space Technologies and Radio Science. This one-week summer school is aimed for education of teenagers between 12 and 16 years. Currently, the summer school reached its third edition. During this educational activities some especially designed prototype equipments were used with the main purpose of educating adolescents towards a scientific career in the field of Space Technologies and Radio Science. The main equipments and associated experiments are presented as follows: 1. A teaching purpose radio telescope emphasizing the working principle of professional radio telescopes. The experiments were focused on scanning the sky for identifying the positions of geostationary satellites and the Sun. 2. A weather satellite reception equipment used for downloading real-time APT (Automatic Picture Transmission) weather data from NOAA (National Oceanic and Atmospheric Administration) weather satellite fleet. The visual images were used for emphasizing the clouds and cloud systems over Europe. 3. A prototype equipment for receiving electromagnetic waves in the field of VLF (Very Low Frequency) with the purpose of analyzing the electromagnetic radio frequency spectrum. The main emphasized phenomenons in the VLF band (3 kHz - 30 kHz) are related to radio transmitters, electrical discharges in the atmosphere (lightning) and the electromagnetic pollution. 4. An equipment designed for initiating teenagers in the field of radio communication. This equipment was used for transmission and reception of images and sound over a distance of few kilometers, by using high-gain directional antennas. 5. Other sets of experiments were undertaken with the main purpose of mapping the countryside area in which the experiments had taken place. For this activity GPS devices were used. This paper may be considered a practical guideline for those who want to attract young students towards a
This video, 'Hey] What's Space Station Freedom?', has been produced as a classroom tool geared toward middle school children. There are three segments to this video. Segment One is a message to teachers presented by Dr. Jeannine Duane, New Jersey, 'Teacher in Space'. Segment Two is a brief Social Studies section and features a series of Presidential Announcements by President John F. Kennedy (May 1961), President Ronald Reagan (July 1982), and President George Bush (July 1989). These historical announcements are speeches concerning the present and future objectives of the United States' space programs. In the last segment, Charlie Walker, former Space Shuttle astronaut, teaches a group of middle school children, through models, computer animation, and actual footage, what Space Station Freedom is, who is involved in its construction, how it is to be built, what each of the modules on the station is for, and how long and in what sequence this construction will occur. There is a brief animation segment where, through the use of cartoons, the children fly up to Space Station Freedom as astronauts, perform several experiments and are given a tour of the station, and fly back to Earth. Space Station Freedom will take four years to build and will have three lab modules, one from ESA and another from Japan, and one habitation module for the astronauts to live in.
This video, 'Hey! What's Space Station Freedom?', has been produced as a classroom tool geared toward middle school children. There are three segments to this video. Segment One is a message to teachers presented by Dr. Jeannine Duane, New Jersey, 'Teacher in Space'. Segment Two is a brief Social Studies section and features a series of Presidential Announcements by President John F. Kennedy (May 1961), President Ronald Reagan (July 1982), and President George Bush (July 1989). These historical announcements are speeches concerning the present and future objectives of the United States' space programs. In the last segment, Charlie Walker, former Space Shuttle astronaut, teaches a group of middle school children, through models, computer animation, and actual footage, what Space Station Freedom is, who is involved in its construction, how it is to be built, what each of the modules on the station is for, and how long and in what sequence this construction will occur. There is a brief animation segment where, through the use of cartoons, the children fly up to Space Station Freedom as astronauts, perform several experiments and are given a tour of the station, and fly back to Earth. Space Station Freedom will take four years to build and will have three lab modules, one from ESA and another from Japan, and one habitation module for the astronauts to live in.
The Geotail mission, part of the International Solar Terrestrial Physics (ISTP) program, measures global energy flow and transformation in the magnetotail to increase understanding of fundamental magnetospheric processes. The satellite was launched on July 24, 1992 onboard a Delta II rocket. This video shows with animation the solar wind, and its effect on the Earth. The narrator explains that the Geotail spacecraft was designed and built by the Institute of Space and Astronautical Science (ISAS), the Japanese Space Agency. The mission objectives are reviewed by one of the scientist in a live view. The video also shows an animation of the orbit, while the narrator explains the orbit and the reason for the small launch window.
Full Text Available Currently, the ‘time’ variable has taken on the function of instructional and pedagogical innovation catalyst, after representing-over the years-a symbol of democratisation, learning opportunity and instruction quality, able to incorporate themes such as school dropout, personalisation and vocation into learning. Spaced Learning is a teaching methodology useful to quickly seize information in long-term memory based on a particular arrangement of the lesson time that comprises three input sessions and two intervals. Herein we refer to a teachers’ training initiative on Spaced Learning within the programme ‘DocentiInFormAzione’ in the EDOC@WORK3.0 Project in Apulia region in 2015. The training experience aimed at increasing teachers’ competencies in the Spaced Learning method implemented in a context of collaborative reflection and reciprocal enrichment. The intent of the article is to show how a process of rooting of the same culture of innovation, which opens to the discovery (or rediscovery of effective teaching practices sustained by scientific evidences, can be successfully implemented and to understand how or whether this innovation- based on the particular organisation of instructional time-links learning awareness to learning outcomes.
Dette kapitel har fokus på metodiske problemstillinger, der opstår i forhold til at bruge (digital) video i forbindelse med forskningskommunikation, ikke mindst online. Video har længe været benyttet i forskningen til dataindsamling og forskningskommunikation. Med digitaliseringen og internettet er...... der dog opstået nye muligheder og udfordringer i forhold til at formidle og distribuere forskningsresultater til forskellige målgrupper via video. Samtidig er klassiske metodologiske problematikker som forskerens positionering i forhold til det undersøgte stadig aktuelle. Både klassiske og nye...... problemstillinger diskuteres i kapitlet, som rammesætter diskussionen ud fra forskellige positioneringsmuligheder: formidler, historiefortæller, eller dialogist. Disse positioner relaterer sig til genrer inden for ’akademisk video’. Afslutningsvis præsenteres en metodisk værktøjskasse med redskaber til planlægning...
Lewis, Steven; Sellar, Sam; Lingard, Bob
This article examines the OECD's new PISA-based Test for Schools ("PISA for Schools") program. PISA for Schools is part of the expanding education work of the OECD, building upon main PISA to enable school-to-schooling system comparisons. We examine the development of PISA for Schools, the nature of the instrument, and some initial…
This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...... World Videos. The workshops were run on December 4, 2016, in Cancun in Mexico. The two workshops together received 13 papers. Each paper was then reviewed by at least two expert reviewers in the field. In all, 11 papers were accepted to be presented at the workshops. The topics covered in the papers...
Martignon, Stefania; González, María Clara; Tellez, Marisol; Guzmán, Adriana; Quintero, Ingrid K; Sáenz, Viviana; Martínez, Miguel; Mora, Angelica; Espinosa, Luis Fernando; Castiblanco, Gina A
Tooth brushing habits become established during the first years of childhood and last throughout lifetime. To assess tooth-brushing characteristics, the procedure was videotaped at school and a questionnaire on oral hygiene knowledge, attitudes and practices was completed. A total 146 5- to 8-year-old low-SES schoolchildren from Bogotá participated. The median total tooth brushing time was 115 sec (75% Q3-178 sec; 25% Q1-83 sec). The median time the toothbrush was in the child's mouth was 89 sec (75% Q3-145 sec; 25% Q1-65 sec). Most children brushed their maxillary (97%), mandibular (95%), anterior (96%) and posterior (81%) teeth. The surfaces most often brushed were the buccal-anterior-maxillary (96%) and mandibular (94%) surfaces. The amount of toothpaste dispensed was 2/3 of toothbrush head in 51% of children. Most children spat (93%), used the mirror (78%), and rinsed their mouth (72%). The majority (97%) was confident that the toothbrushing session was effective. The questionnaire revealed the following: none of the children brush their teeth at school; only 34% is supervised by an adult during the tooth brushing procedure, and only 30% brush twice a day. The study shows overall positive findings of tooth brushing while being observed, in terms of time and use of toothpaste. These results, together with the poor oral-health status and toothbrushing habits reported at home, highly recommend incorporating daily-supervised school-based tooth brushing sessions with fluoride toothpaste.
Miles, Matthew B.
This document contains chapter 6 of the final report of the Project on Social Architecture in Education. Five case studies were produced from the data collected at each site, using a common outline developed from the conceptual framework. Chapter 6 is about two schools that emphasized open education in new open-space settings, in a small, suburban…
The relationship between playing computer or video games with mental health and social relationships among students in guidance schools, Kermanshah/Lien entre pratique des jeux vidéo sur ordinateur ou sur console, santé mentale et relations sociales chez des collégiens de Kermanshah
S Reshadat; S R Ghasemi; M Ahmadian; N RajabiGilan
.... This cross-sectional study aimed to evaluate the relationship between playing computer or video games with mental health and social relationships among students in guidance schools in Kermanshah...
Jiwa, Moyez; Meng, Xingqiong
emergencies are unlikely to be offered access to a GP by video. The process of establishing video consultations as routine practice will need to be endorsed by senior members of the profession and funding organizations. Video consultation techniques will also need to be taught in medical schools.
This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real W...
de Schrijver, E.; Chameleva, H.; Degroote, C.; D'Haese, Z.; Paice, C.; Plas, H.; Van den Bossche, A.; Vander Donckt, L.; Vander Vost, J.
Flight opportunities on high-altitude ASGARD balloons offered to secondary schools worldwide since 20 1 1 have led to an ever more rapidly increasing number of project proposals. The introduction of beginners' and ‘advanced classes of experiments is hoped to draw in even larger numbers of interested school teams. Furthermore, and in cooperation with ESERO (European Space Education Resources Office), workshops and documentation are being prepared to introduce teachers and students alike to the world of microcontrollers and sensors. A student parabolic flight programme called BIFROST (Brussels' Initiative to provide Flight Research Opportunities to STudents) was initiated to meet the rising demand for hands-on space education projects and the desire to cover the widest possible range of scientific and/or technical domains, which essentially calls for a variety of flight platforms: cansats, balloons and parabolic flight.
Stewart, Tom; Duncan, Scott; Schipperijn, Jasper
Although active school travel (AST) is important for increasing moderate-to-vigorous physical activity (MVPA), it is unclear how AST is related to context-specific physical activity and non-school travel. This study investigated how school travel is related to physical activity and travel behaviours across time- and space-classified domains. A total of 196 adolescents wore a Global Positioning System receiver and an accelerometer for 7 days. All data were classified into one of four domains: home, school, transport, or leisure. Generalized linear mixed models were used to compare domain-specific PA and non-school trips between active and passive school travellers. Active travellers accumulated 13 and 14 more min of MVPA on weekdays and weekend days, respectively. They also spent 15min less time in vehicular travel during non-school trips, and accrued an additional 9min of MVPA while walking on weekend days. However, those with no AST still achieved most of their MVPA in the transport domain. AST is related to out-of-school physical activity and transportation, but transport is also important for those who do not use AST. As such, future studies should consider overall mobility and destinations other than school when assessing travel and physical activity behaviours. Copyright © 2016 Elsevier Ltd. All rights reserved.
Full Text Available The interactive whiteboard (IWB is a technical digital medium for multiple forms of interaction - technical, physical and conceptual. It is a point of departure for this article that the IWB has the potential to support learning, given that the teacher has a dialogic teaching style. Our research is embedded in a social constructive learning philosophy implying that interaction between learners as well as learners and teacher will lead to increased insights for everyone. Dialogue is seen as a characteristic of education, but not all learner talks are dialogic; there are different types of pupil conversations - competitive, cumulative or exploratory. It is in particular the exploratory talk that has the ability to increase learning through interthinking and thus create a dialogic learning space. The article reports findings from a study of 7 primary school teachers and their use of the interactive board. The main findings are that they do not use the full potential that the IWB gives to support collaborative learning. We discuss what teachers need in order to develop their practices to exploit the potential of the IWB for creating a supportive dialogic learning space.
There's no denying that middle school students are interested in video games. With such motivation present, we as teachers should harness this media in a productive way in our classrooms. Students today are much more technologically advanced than ever before, and using video games is one more way to use something from their world as a teaching…
Dibley, Jeremiah; Parish, Jamie
Funded by the U.S. Department of Education, a research project was conducted to evaluate the effectiveness of video games as inquiry-based learning experiences for the science classroom. As a result, the video game, "Creature Control: The Quest for Homeostasis" was developed and field-tested in select middle schools in the United States.…
The Nasa space radiation school, an excellent training in radiobiology and space radiation protection; La NASA space radiation summer school, une formation d'excellence en radiobiologie et radioprotection spatiale
Vogin, G. [Centre Alexis-Vautrin, 54 - Nancy (France)
The astronauts have to spend more time in space and the colonization of the moon and Mars are in the cross hairs of international agencies. The cosmic radiation from which we are protected on ground by atmosphere and by the terrestrial magnetosphere (.4 mSv/year according to Who) become really threatening since 20 km altitude, delivering an average radiation dose of a therapeutic kind to astronauts with peaks related to solar events. It is composed in majority of hadrons: protons (85%) and heavy ions (13%), but also photons (2%) of high energy (GeV/n)). the incurred risks are multiple: early ones(cataract, central nervous system damages, whole body irradiation) but especially delayed ones (carcinogenesis). The astronauts radiation protection turns poor and the rate of death risk by cancer returning from a mission on Mars has been estimated at 5%. The Nasa created in 2004 a summer school aiming to awareness young researchers to the space radiobiology specificities. Areas concerned as follow: radioinduced DNA damage and repair, cell cycle, apoptosis, bystander effect, genome instability, neuro degeneration, delayed effects and carcinogenesis in relation with radiation exposure. (N.C.)
Guruvadoo, Eranna K.
In order to promote NASA-wide educational outreach program to educate and inform the public of space exploration, NASA, at Kennedy Space Center, is seeking efficient ways to add more contents to the web by streaming audio/video files. This project proposes a high level overview of a framework for the creation, management, and scheduling of audio/video assets over the web. To support short-term goals, the prototype of a web-based tool is designed and demonstrated to automate the process of streaming audio/video files. The tool provides web-enabled users interfaces to manage video assets, create publishable schedules of video assets for streaming, and schedule the streaming events. These operations are performed on user-defined and system-derived metadata of audio/video assets stored in a relational database while the assets reside on separate repository. The prototype tool is designed using ColdFusion 5.0.
Bredeson, Paul V.
Architecture deals with the creation and definition of space expressed in buildings and other physical structures. Pre-service preparation programs and on-going professional development for school leaders similarly are built structures designed to help aspiring and practicing administrators acquire critical knowledge, dispositions, and…
Atencio, Matthew; Wright, Jan
This article investigates (i) how the structuring practices and meanings associated with dance classes at an inner-city American high school operated as institutional spaces (re)producing "dividing practices" that supported racial and classed hierarchies; (ii) how these racist structures were created and maintained relative to dominant notions of…
Hock, Tan Tong; Tarmizi, Rohani Ahmad; Yunus, Aida Suraya Md.; Ayub, Ahmad Fauzi
This study was conducted using a new hybrid method of research which combined qualitative and quantitative designs to investigate the viewpoints of primary school students' conceptual understanding in learning geometry from the aspect of shapes and spaces according to van Hiele theory. Q-methodology is used in this research to find out what…
This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...... include: re-identification, consumer behavior analysis, utilizing pupillary response for task difficulty measurement, logo detection, saliency prediction, classification of facial expressions, face recognition, face verification, age estimation, super-resolution, pose estimation, and pain recognition...
include: re-identification, consumer behavior analysis, utilizing pupillary response for task difficulty measurement, logo detection, saliency prediction, classification of facial expressions, face recognition, face verification, age estimation, super-resolution, pose estimation, and pain recognition......This book collects the papers presented at two workshops during the 23rd International Conference on Pattern Recognition (ICPR): the Third Workshop on Video Analytics for Audience Measurement (VAAM) and the Second International Workshop on Face and Facial Expression Recognition (FFER) from Real...
Full Text Available ... Search Parents Home General Health Growth & Development Infections Diseases & Conditions Pregnancy & Baby Nutrition & Fitness Emotions & Behavior School & ... Safety Too Late for the Flu Vaccine? Eating Disorders Arrhythmias Special Needs: Planning for Adulthood (Video) KidsHealth > ...
Full Text Available ... Back to School Programs Healthful Living Injuries and Safety More Boston Children's Hospital #1 Ranked Children’s Hospital ... Giving to Boston Children's Newsroom Quality and Patient Safety Research + Innovation Videos Contact Us Boston Children's Hospital ...
Full Text Available ... Videos – Experiencing Celiac Disease What is Celiac Disease Diet Information At Home Shopping Cooking + School Eating Out ... What is Celiac Disease? : Diagnosis and treatment III. Diet Information : How to start and maintain a gluten- ...
Kearney, Paul; Pivec, Maja
Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…
Castro, Ingrid E.; Sujak, Mark Conor
In the spaces of high school, sexual minority youth often find that their needs for inclusion are not met by their institutions and those employed within. Through interviews with sexual minority high school students and written questionnaires with high school teachers and other faculty, we find that sexual minority youth are faced with exclusion…
Militello, Matthew; Metzger, Scott Alan; Bowers, Alex J.
This article examines the implications of competition between school districts in a mid-Michigan metropolitan area. Over the 10-year period after Michigan's major school-funding reform in 1994, many urban and suburban districts found themselves competing for per-pupil state funding. Suburban districts need extra students to make up budgetary…
Digital video compression technologies have become part of life, in the way visual information is created, communicated and consumed. Some application areas of video compression focused on the problem of optimizing storage space and transmission bandwidth (BW). The two dimensional discrete cosine transform (2-D ...
Burkhalter, Bettye B.; McLean, James E.; Curtis, James P.; James, George S.
Space education is a discipline that has evolved at an unprecedented rate over the past 25 years. Although program proceedings, research literature, and historical documentation have captured fragmented pieces of information about student space experiments, the field lacks a valid comprehensive study that measures the educational impact of sounding rockets, Skylab, Ariane, AMSAT, and Space Shuttle. The lack of this information is a problem for space educators worldwide which led to a national study with classroom teachers. Student flown experiments continue to offer a unique experiential approach to teach students thinking and reasoning skills that are imperative in the current international competitive environment in which they live and will work. Understanding the history as well as the current status and educational spin-offs of these experimental programs strengthens the teaching capacity of educators throughout the world to develop problem solving skills and various higher mental processes in the schools. These skills and processes enable students to use their knowledge more effectively and efficiently long after they leave the classroom. This paper focuses on student space experiments as a means of motivating students to meet this educational goal successfully.
Alabi, O.; Agbaje, G.; Akinyede, J.
The United Nations "Zero Gravity Instrument Project" (ZGIP) is one of the activities coordinated under the Space Education Outreach Program (SEOP) of the African Regional Centre for Space Science and Technology Education in English (ARCSSTE-E) to popularize space science among pre-collegiate youths in Nigeria. The vision of ZGIP is to promote space education and research in microgravity. This paper will deliberate on the strategy used to implement the ZGIP to introduce school children to authentic scientific data and inquiry. The paper highlights how the students learned to collect scientific data in a laboratory environment, analyzed the data with specialized software, obtained results, interpreted and presented the results of their study in a standard format to the scientific community. About 100 school children, aged between 7 and 21 years, from ten public and private schools located in Osun State, Nigeria participated in the pilot phase of the ZGIP which commenced with a 1-day workshop in March 2014. During the inauguration workshop, the participants were introduced to the environment of outer space, with special emphasis on the concept of microgravity. They were also taught the basic principle of operation of the Clinostat, a Zero-Gravity Instrument donated to ARCSSTE-E by the United Nations Office for Outer Space Affairs (UN-OOSA), Vienna, under the Human Space Technology Initiative (UN-HSTI). At the end of the workshop, each school designed a project, and had a period of 1 week, on a planned time-table, to work in the laboratory of ARCSSTE-E where they utilized the clinostat to examine the germination of indigenous plant seeds in simulated microgravity conditions. The paper also documents the post-laboratory investigation activities, which included presentation of the results in a poster competition and an evaluation of the project. The enthusiasm displayed by the students, coupled with the favorable responses recorded during an oral interview conducted to
Hattori, Hiroshi; Akasaka, Kiyokazu; Otsudo, Takahiro; Takei, Keiichi; Yamamoto, Mitsuru
Throwing athletes risk medial elbow injury from extreme valgus stress generated across the medial elbow during throwing. Braces have been developed to protect the elbow joint; however, no previous study has investigated the effects of elbow bracing on medial elbow joint space gapping associated with repetitive throwing. The purpose of this study was to investigate the effects of elbow bracing on medial elbow joint space gapping during repetitive throwing. Our hypothesis was that an elbow brace may reduce mechanical stress on the elbow by reducing medial elbow joint space gapping. Controlled laboratory study. Twenty-five high school baseball players participated in this study. Each subject pitched 100 times under 2 conditions: control (without elbow brace) and elbow brace. The ulnohumeral joint space was measured ultrasonically before pitching and after every block of 20 pitches. Measurement of the ulnohumeral joint space was carried out using ultrasound with the forearm hanging by the side. Two-way repeated-measures analysis of variance and post hoc tests were used to compare ulnohumeral joint space with repeated pitching and between the elbow brace and control conditions. In the control condition, ulnohumeral joint space after 60 pitches was significantly greater than that before pitching ( P space was not significantly different after repeated pitching. When comparing these 2 conditions, ulnohumeral joint space in the control condition was significantly greater than that in the elbow brace condition after 60 pitches ( P space gapping with repeated throwing when determined ultrasonically by measuring the ulnohumeral joint space under gravity load. An elbow brace worn during baseball pitching practice may help reduce mechanical stress on the elbow by reducing medial elbow joint space gapping.
Porikli, Fatih; Xiang, Tao; Gong, Shaogang
Closed Circuit TeleVision (CCTV) cameras have been increasingly deployed pervasively in public spaces including retail centres and shopping malls. Intelligent video analytics aims to automatically analyze content of massive amount of public space video data and has been one of the most active areas of computer vision research in the last two decades. Current focus of video analytics research has been largely on detecting alarm events and abnormal behaviours for public safety and security applications. However, increasingly CCTV installations have also been exploited for gathering and analyzing business intelligence information, in order to enhance marketing and operational efficiency. For example, in retail environments, surveillance cameras can be utilised to collect statistical information about shopping behaviour and preference for marketing (e.g., how many people entered a shop; how many females/males or which age groups of people showed interests to a particular product; how long did they stay in the sho...
Gee, Elisabeth; Siyahhan, Sinem; Cirell, Anna Montana
While a number of studies have investigated learning associated with video gaming in out-of-school settings, only recently have researchers begun to explore gaming and learning in the contexts of home and family life. This paper discusses three different frameworks within which we can situate video games and learning at home: (a) video gaming as…
Margarida Maria, Ana; Pereira, Hélder
During the past 12 years, we have been engaging secondary level science students (15 to 18 years old) in the extracurricular activities of our school's Earth and Space Sciences Club, providing them with some of the skills needed to excel in science, technology, engineering, arts, and mathematics (STEAM). Our approach includes the use of authentic scientific data, project based learning, and inquiry-centred activities that go beyond the models and theories present in secondary level textbooks. Moreover, the activities and projects carried out, being eminently practical, also function as an extension of the curriculum and frequently enable the demonstration of the applicability of several concepts taught in the classroom in real life situations. The tasks carried out during these activities and research projects often require the combination of two or more subjects, promoting an interdisciplinary approach to learning. Outside of the traditional classroom settings, through interdisciplinary explorations, students also gain hands-on experience doing real science. Thereby, during this time, we have been able to promote meaningful and lasting experiences and spark students' interest in a wide diversity of topics.
Full Text Available Modern trends in crime control include a variety of technological innovations, including video surveillance systems. The aim of this paper is to review the implementation of video surveillance in contemporary context, considering fundamental theoretical aspects, the legislation and the effectiveness in controlling crime. While considering the theoretical source of ideas on the implementation of video surveillance, priority was given to the concept of situational prevention that focuses on the contextual factors of crime. Capacities for the implementation of video surveillance in Serbia are discussed based on the analysis of the relevant international and domestic legislation, the shortcomings in regulation of this area and possible solutions. Special attention was paid to the effectiveness of video surveillance in public places, in schools and prisons. Starting from the results of studies of video surveillance effectiveness, strengths and weaknesses of these measures and recommendations for improving practice were discussed.
Full Text Available Cognitive radio is being intensively researched as the enabling technology for license-exempt access to the so-called TV White Spaces (TVWS, large portions of spectrum in the UHF/VHF bands which become available on a geographical basis after digital switchover. Both in the US, and more recently, in the UK the regulators have given conditional endorsement to this new mode of access. This paper reviews the state-of-the-art in technology, regulation, and standardisation of cognitive access to TVWS. It examines the spectrum opportunity and commercial use cases associated with this form of secondary access.
Almost from its birth, the computer and video gaming industry has done an admirable job of communicating the vision and attempting to convey the experience of traveling through space to millions of gamers from all cultures and demographics. This paper will propose several approaches the 100 Year Starship Study can take to use the power of interactive media to stir interest in the Starship and related projects among a global population. It will examine successful gaming franchises from the past that are relevant to the mission and consider ways in which the Starship Study could cooperate with game development studios to bring the Starship vision to those franchises and thereby to the public. The paper will examine ways in which video games can be used to crowd-source research aspects for the Study, and how video games are already considering many of the same topics that will be examined by this Study. Finally, the paper will propose some mechanisms by which the 100 Year Starship Study can establish very close ties with the gaming industry and foster cooperation in pursuit of the Study's goals.
National Aeronautics and Space Administration — An application was developed that could enforce two-factor authentication for NASA access to the Propulsion Test Streaming Video System. To gain access to the...
Diploma thesis "Video game playing as a risk factor in adolescence?" deals with actuality of risks for children and youth linked to video games. This topic is currently intensively disscused because of cases of high school shootings. There are concerns that violence in video games is connected to rising of children and youth violence. Another risks refered to video games are addiction and obesity. This diploma thesis deals with these risk too. Goal of this thesis is find out if these risks ar...
National Aeronautics and Space Administration — The GPM Ground Validation Precipitation Video Imager (PVI) GCPEx dataset collected precipitation particle images and drop size distribution data from November 2011...
Keddie, Amanda; Williams, Nicole
This article presents data from a case study of a non-traditional secondary school for Indigenous girls located in a suburban area of Queensland (Australia). The focus is predominantly on the identity and practices of Nicole who is one of the school's teachers. Nicole's identity as an Indigenous woman and teacher and the school's approach to…
Nie, Yongwei; Xiao, Chunxia; Sun, Hanqiu; Li, Ping
Video synopsis aims at providing condensed representations of video data sets that can be easily captured from digital cameras nowadays, especially for daily surveillance videos. Previous work in video synopsis usually moves active objects along the time axis, which inevitably causes collisions among the moving objects if compressed much. In this paper, we propose a novel approach for compact video synopsis using a unified spatiotemporal optimization. Our approach globally shifts moving objects in both spatial and temporal domains, which shifting objects temporally to reduce the length of the video and shifting colliding objects spatially to avoid visible collision artifacts. Furthermore, using a multilevel patch relocation (MPR) method, the moving space of the original video is expanded into a compact background based on environmental content to fit with the shifted objects. The shifted objects are finally composited with the expanded moving space to obtain the high-quality video synopsis, which is more condensed while remaining free of collision artifacts. Our experimental results have shown that the compact video synopsis we produced can be browsed quickly, preserves relative spatiotemporal relationships, and avoids motion collisions.
Marlina, L.; Liliasari; Tjasyono, B.; Hendayana, S.
The teacher is one important factor in the provision of education in schools. Therefore, improving the quality of education means we need to enhance the quality and the professionalism of teachers. We offer a solution through education and training of junior high school science teachers in developing the instructional design of Earth and Space Sciences (IPBA). IPBA is part of the science subjects which is given to students from elementary school to college. This research is a preliminary study of junior high school science teacher professionalism in creating instructional design IPBA. Mixed method design is used to design the research. Preliminary studies conducted on junior high school science teacher in one MGMPs in South Sumatera, and the respondent are 18 teachers from 13 schools. The educational background of science teachers who teach IPBA not only from physical education but also biology and agriculture. The result of preliminary study showed that the ratio of teachers who teach IPBA are 56% from physic education, 39% from biology, and 5% from agriculture. The subjects of IPBA that considered difficult by teachers are the distribution of sun, moon, and satellite motion; specific processes in lithosphere and atmosphere; and the correlation between lithosphere and atmosphere with the environment. The teachers also face difficulty in preparing media, choosing the right methods in teaching IPBA.
S. Gunkel (Simon); A.J. Jansen (Jack); I. Kegel; D.C.A. Bulterman (Dick); P.S. Cesar Garcia (Pablo Santiago)
htmlabstractWith the growing popularity of video communication systems, more people are using group video chat, rather than only one-to-one video calls. In such multi-party sessions, remote participants compete for the available screen space and bandwidth. A common solution is showing the current
Morales, P. V.; Pinto, V. A.; Stepanova, M. V.; Valdivia, J. A.
Primary and High School educational programs in Chile include a wide geophysical section inside the natural sciences and physics courses. Unfortunately, teacher generally have a lack of preparation and knowledge in this field and there is small amount of available didactical material in the native languaje. This implies that in the reality the geophysical topics are ignored year after year in the school rooms. By the preparation of didactic material and web resources in magnetosphere, solar wind and solar topics, in accordance with the official programs of the Chilean Ministry of Education, we are collaborating to the outreach of the space physics in Chile. As the primary diffusion mechanism is the web, we hope that all the spanish talking community in Latin America can benefit from the public teaching resources that we are developing. There are a growing number of space scientist and graduate students volunteering for this endeavour.
Collier-Meek, Melissa A.; Fallon, Lindsay M.; Johnson, Austin H.; Sanetti, Lisa M. H.; Delcampo, Marisa A.
Although widely recommended, evidence-based interventions are not regularly utilized by school practitioners. Video self-modeling is an effective and efficient evidence-based intervention for a variety of student problem behaviors. However, like many other evidence-based interventions, it is not frequently used in schools. As video creation…
Parrish, Russell V.; Busquets, Anthony M.; Hogge, Thomas W.
Video disk technology is one of the central themes of a technology demonstrator workstation being assembled as a man/machine interface for the Space Station Data Management Test Bed at Johnson Space Center. Langley Research Center personnel involved in the conception and implementation of this workstation have assembled a video production facility to allow production of video disk material for this propose. This paper documents the initial familiarization efforts in the field of video production for those personnel and that facility. Although the entire video disk production cycle was not operational for this initial effort, the production of a simulated disk on video tape did acquaint the personnel with the processes involved and with the operation of the hardware. Invaluable experience in storyboarding, script writing, audio and video recording, and audio and video editing was gained in the production process.
Full Text Available ... NEI YouTube Videos > NEI YouTube Videos: Amblyopia NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration ... Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: ...
Full Text Available ... YouTube Videos > NEI YouTube Videos: Amblyopia NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia ... of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ...
... YouTube Videos > NEI YouTube Videos: Amblyopia NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia ... of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ...
Ockerman, Melissa S.; Kramer, Constance; Bruno, Michelle
Bullying and cyberbullying continue to be major problems in today's schools and topics of heightened public concern. This pilot study aimed to increase the knowledge base concerning bullying and cyberbullying, to explore the relationship between traditional bullying and cyberbullying, and to solicit information on the prevalence rates of…
Scalzo, F.; Frost, J.; Carlson, B. E.; Marchese, P.; Rosenzweig, C.; Austin, S. A.; Peteet, D. M.; Druyan, L.; Fulakeza, M.; Gaffin, S.; Baruh, H.; Decker, S.; Thangam, S.; Miles, J.; Moshary, F.; Rossow, W.; Greenbaum, S.; Cheung, T. K.; Johnson, L. P.
1 Frank Scalzo, 1 Barbara Carlson, 2 Leon Johnson, 3 Paul Marchese, 1 Cynthia Rosenzweig, 2 Shermane Austin, 1 Dorothy Peteet, 1 Len Druyan, 1 Matthew Fulakeza, 1 Stuart Gaffin, 4 Haim Baruh, 4 Steven Decker, 5 Siva Thangam, 5 Joe Miles, 6 James Frost, 7 Fred Moshary, 7 William Rossow, 7 Samir Ahmed, 8 Steven Greenbaum and 3 Tak Cheung 1 NASA Goddard Institute for Space Studies, USA 2 Physical, Environmental and Computer Sciences, Medgar Evers College, CUNY, Brooklyn, NY, USA 3 Physics, Queensborough Community College, CUNY, Queens, NY, USA 4 Rutgers University, Newark, NJ, USA 5 Stevens Institute of Technology, Hoboken, NJ, USA 6 Physics, LaGuardia Community College, CUNY, Queens, NY, USA 7 Electrical Engineering, City College of New York, CUNY, USA 8 Physics, Hunter College, CUNY, USA The New York City Research Initiative (NYCRI) is a research and academic program that involves high school, undergraduate and graduate students, and high school teachers in research teams under the mentorship of college/university principal investigator of NASA funded projects and/or NASA scientists. The principal investigators are at 7 colleges/universities within a 20-mile radius of New York City (NYC and Northern New Jersey), as well as the NASA Goddard Institute of Space Studies. The program supports research in Earth Science, Space Science, and Space Technology. Research investigations include: Sea Surface Temperature and Precipitation in the West African Monsoon, Urban Heat Island: Sun and Rain Effects, Decadal Changes in Aerosol and Asthma, Variations in Salinity and River Discharge in the Hudson River Estuary, Environmental Change in the Hudson Estuary Wetlands, Verification of Winter Storm Scale Developed for Nor’easters, Solar Weather and Tropical Cyclone Activity, Tropospheric and Stratospheric Ozone Investigation in Metropolitan NYC, Aerosol Optical Depth through use of a MFRSR, Detection of Concentration in the Atmosphere Using a Quantum Cascade Laser System
Full Text Available ... Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed ... Activity Role of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic ...
School prospectuses and promotional videos appeal to parents by presenting idealised images of the education a school provides. These educational idealisations visually realise the form of discipline a school is expected to provide, depending on the social habitus of the parents. This paper presents a content analysis of the images used in 33 sets…
Few educators or philosophers of education would argue that schools' sole purpose is to keep children safe. Yet a particular subset of students in the United States--lesbian, gay, bisexual, transgender, queer, and questioning (LGBTQ) students--are often served by their schools as if their mere safety were a sufficient objective in and of itself.…
I reflect on the methodological processes underpinning a dissertation that investigated male learners' reasons for leaving high school early and the strategies they employed to negotiate everyday life. A qualitative case study was conducted with nine male early high school leavers between the ages of 18 and 25, as well as 12 stakeholders involved…
Young, Jamaal; Hamilton, Christina; Cason, Marti
The purpose of this study was to examine the effects of integrating Interactive Whiteboard (IWB) technology on middle school mathematics achievement in an urban school. Propensity score matching was used to create a comparable control group in order to isolate the effects of IWB technology on mathematics achievement. An initial experimental group…
Crawford, Emily R.; Fishman-Weaver, Kathryn
Policy around the legal status and social rights of the nation's estimated 11 million undocumented immigrants is unresolved, making it imperative that PK-12 schools and educators prepare for challenges to undocumented students' educational access. In 2008, Immigration and Customs Enforcement (ICE) appeared near an elementary school, which required…
There are three hypotheses for this research: 1. High school mathematics students in urban public schools, who are provided interactive technology resources during normal course work, will experience a multiplier effect of enhanced learning in mathematics. They will have an increase in positive dispositions indicative of their identity development…
One area in which the impact of globalisation can be seen is that of education. This article suggests that there are currently two main aspects of the growing internationalisation of education at school level: the internationalisation of national systems of education and the growth in numbers of international schools worldwide. It is the latter…
Chessin, Paula; Payeur, Jessica; Chessin, Deborah
One of the benefits of working at the middle school level is the opportunity to work with colleagues in a variety of content areas; this not only makes work more interesting, but offers a multidisciplinary approach to learning that ultimately benefits the students. In the Londonderry (New Hampshire) School District, collaboration between classroom…
Every secondary school leaver is expected to be able to seek and gain admission into institutions of higher learning, both locally and internationally. However, this has become unattainable as a result of the poor academic performance seen in senior secondary school examinations; the quintessential example being the West African Senior School…
Social reproduction scholars and the literature on critical race theory and student resistance contend that schools are not neutral institutions existing in a vacuum free of the political and social struggles for rights and resources (Delgado Bernal, 1998; Fine, 1991). Instead, schools can be institutions that reproduce dominant ideologies and…
I reflect on the methodological processes underpinning a dissertation that investigated male learners' reasons for leaving high school early and the strategies they employed to negotiate everyday life. A qualitative case study was conducted with nine male early high school leavers between the ages of 18 and 25, as well as ...
Smith, Rachel Charlotte; Christensen, Kasper Skov; Iversen, Ole Sejer
We introduce Video Design Games to train educators in teaching design. The Video Design Game is a workshop format consisting of three rounds in which participants observe, reflect and generalize based on video snippets from their own practice. The paper reports on a Video Design Game workshop...
Ostrowski, Jeffrey R.; Sarhan, Nabil J.
The popularity of social media has grown dramatically over the World Wide Web. In this paper, we analyze the video popularity distribution of well-known social video websites (YouTube, Google Video, and the AOL Truveo Video Search engine) and characterize their workload. We identify trends in the categories, lengths, and formats of those videos, as well as characterize the evolution of those videos over time. We further provide an extensive analysis and comparison of video content amongst the main regions of the world.
Fried, B.; Levy, M.; Reyes, C.; Austin, S.
A unique and innovative partnership has recently developed between NASA and John Dewey High School, infusing Space Science into the curriculum. This partnership builds on an existing relationship with MUSPIN/NASA and their regional center at the City University of New York based at Medgar Evers College. As an outgrowth of the success and popularity of our Remote Sensing Research Program, sponsored by the New York State Committee for the Advancement of Technology Education (NYSCATE), and the National Science Foundation and stimulated by MUSPIN-based faculty development workshops, our science department has branched out in a new direction - the establishment of a Space Science Academy. John Dewey High School, located in Brooklyn, New York, is an innovative inner city public school with students of a diverse multi-ethnic population and a variety of economic backgrounds. Students were recruited from this broad spectrum, which covers the range of learning styles and academic achievement. This collaboration includes students of high, average, and below average academic levels, emphasizing participation of students with learning disabilities. In this classroom without walls, students apply the strategies and methodologies of problem-based learning in solving complicated tasks. The cooperative learning approach simulates the NASA method of problem solving, as students work in teams, share research and results. Students learn to recognize the complexity of certain tasks as they apply Earth Science, Mathematics, Physics, Technology and Engineering to design solutions. Their path very much follows the NASA model as they design and build various devices. Our Space Science curriculum presently consists of a one-year sequence of elective classes taken in conjunction with Regents-level science classes. This sequence consists of Remote Sensing, Planetology, Mission to Mars (NASA sponsored research program), and Microbiology, where future projects will be astronomy related. This
Saladin, Shawn P.; Hansmann, Sandra E.
Assistive technology (AT) can help individuals with disabilities address a range of barriers and increase community and work participation, yet many devices are abandoned soon after acquisition. Video Relay Service (VRS) is a new communication technology available to people who are deaf or hard of hearing, but little is known about VRS adoption…
Park, Sung Youl; Kim, Soo-Wook; Cha, Seung-Bong; Nam, Min-Woo
This study investigated the effectiveness of e-learning by comparing the learning outcomes in conventional face-to-face lectures and e-learning methods. Two video-based e-learning contents were developed based on the rapid prototyping model and loaded onto the learning management system (LMS), which was available at http://www.greenehrd.com.…
Bushman, Brad J.; Rothstein, Hannah R.; Anderson, Craig A.
In this article we reply to C. J. Ferguson and J. Kilburn's (2010) critique of our meta-analysis on violent video game effects (C. A. Anderson et al., 2010). We rely on well-established methodological and statistical theory and on empirical data to show that claims of bias and misinterpretation on our part are simply wrong. One should not…
Wickramasuriya, Jehan; Alhazzazi, Mohanned; Datt, Mahesh; Mehrotra, Sharad; Venkatasubramanian, Nalini
Forms of surveillance are very quickly becoming an integral part of crime control policy, crisis management, social control theory and community consciousness. In turn, it has been used as a simple and effective solution to many of these problems. However, privacy-related concerns have been expressed over the development and deployment of this technology. Used properly, video cameras help expose wrongdoing but typically come at the cost of privacy to those not involved in any maleficent activity. This work describes the design and implementation of a real-time, privacy-protecting video surveillance infrastructure that fuses additional sensor information (e.g. Radio-frequency Identification) with video streams and an access control framework in order to make decisions about how and when to display the individuals under surveillance. This video surveillance system is a particular instance of a more general paradigm of privacy-protecting data collection. In this paper we describe in detail the video processing techniques used in order to achieve real-time tracking of users in pervasive spaces while utilizing the additional sensor data provided by various instrumented sensors. In particular, we discuss background modeling techniques, object tracking and implementation techniques that pertain to the overall development of this system.
Höferlin, Markus Johannes
The amount of video data recorded world-wide is tremendously growing and has already reached hardly manageable dimensions. It originates from a wide range of application areas, such as surveillance, sports analysis, scientific video analysis, surgery documentation, and entertainment, and its analysis represents one of the challenges in computer science. The vast amount of video data renders manual analysis by watching the video data impractical. However, automatic evaluation of video material...
Actually, application fields, such as medicine, space exploration, surveillance, authentication, HDTV, and automated industry inspection, require capturing, storing and processing continuous streams of video data. Consequently, different process techniques (video enhancement, segmentation, object detection, or video compression, as examples) are involved in these applications. Such techniques often require a significant number of operations depending on the algorithm complexity and the video ...
Choo, Hyekyung; Gentile, Douglas A; Sim, Timothy; Li, Dongdong; Khoo, Angeline; Liau, Albert K
Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming. A total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested. Of all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used. The prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.
Yamamoto, Masa-Yuki; Okamoto, Sumito; Miyoshi, Terunori; Takamura, Yuzaburo; Aoshima, Akira; Hinokuchi, Jin
As one of the space educational projects in Japan, a triangulation observation project of TLE (Transient Luminous Events: sprites, elves, blue-jets, etc.) has been carried out since 2006 in collaboration between 29 Super Science High-schools (SSH) and Kochi University of Technol-ogy (KUT). Following with previous success of sprite observations by "Astro High-school" since 2004, the SSH consortium Kochi was established as a national space educational project sup-ported by Japan Science and Technology Agency (JST). High-sensitivity CCD camera (Watec, Neptune-100) with 6 mm F/1.4 C-mount lens (Fujinon) and motion-detective software (UFO-Capture, SonotaCo) were given to each participating team in order to monitor Northern night sky of Japan with almost full-coverage. During each school year (from April to March in Japan) since 2006, thousands of TLE images were taken by many student teams, with considerably large numbers of successful triangulations, i.e., (School year, Numbers of TLE observations, Numbers of triangulations) are (2006, 43, 3), (2007, 441, 95), (2008, 734, 115), and (2009, 337, 78). Note that, school year in Japan begins on April 1 and ends on March 31. The observation campaign began in December 2006, numbers are as of Feb. 28, 2010. Recently, some high schools started wide field observations using multiple cameras, and others started VLF observations using handmade loop antennae and amplifiers. Infomation exchange among the SSH consortium Kochi is frequently communicated with scientific discussion via KUT's mailing lists. Also, interactions with amateur observers in Japan are made through an internet forum of "SonotaCo Network Japan" (http://sonotaco.jp). Not only as an educational project but also as a scientific one, the project is also in success. In February 2008, simultaneous observations of Elves were obtained, in November 2009 a Giant "Graft-shaped" Sprites driven by Jets was clearly imaged with VLF signals. Most recently, ob-servations of Elves
Dallacqua, Ashley Kaye
This year-long, ethnographic study documents the use of comics and graphic novels as academic literature across the curriculum in a suburban middle school. Because the use of this medium in classrooms is relatively new, it is a process that has not been extensively documented. While comics and graphic novels can provide a complex and valuable experience for readers, they can also be challenging to both students and teachers. In particular, this dissertation documents the tensions that surfaced as comics and graphic novels were integrated into a curriculum. This study is situated in a middle school entrenched in neoliberal ideologies, with focuses on high-stakes testing, a standardized curriculum, and individual, rather than collaborative work. Yet, the faculty in this middle school was also inviting nontraditional texts into classrooms, and operating in tension with a neoliberal agenda. By focusing on teaching and learning literacy practices with comics and graphic novels and talk about those practices, this study also addresses negative assumptions and hesitancies around such texts being used for academic purposes. Participants included seventh grade teachers and students engaged in working with and talking about comics. This research considers how comics and graphic novels were welcomed into this school, as well as impacts around time and space, and positioning. All of these themes point back to how comics and graphic novels were working within and against normative structures in this school. This study is positioned to consider conventional literacy practices and how teaching and learning with comics and graphic novels supports and disrupts those practices. Serving as an example and a starting point for bringing this dynamic medium into classrooms, this study fills a significant gap, supporting and challenging traditional literacies practices and analyzing potential for new ways of operating in a school.
McCarty, Kaley Corinne
One of the projects that I am completing this summer is a Launch Services Program intern 'How to' set up a clean room informational video. The purpose of this video is to go along with a clean room kit that can be checked out by employees at the Kennedy Space Center and to be taken to classrooms to help educate students and intrigue them about NASA. The video will include 'how to' set up and operate a clean room at NASA. This is a group project so we will be acting as a team and contributing our own input and ideas. We will include various activities for children in classrooms to complete, while learning and having fun. Activities that we will explain and film include: helping children understand the proper way to wear a bunny suit, a brief background on cleanrooms, and the importance of maintaining the cleanliness of a space craft. This project will be shown to LSP management and co-workers; we will be presenting the video once it is completed.
Green space has a variety of health benefits. However, little is known about its impact on autism, the fastest-growing neurodevelopmental disorder in children. This study examined the relationship between green space and childhood autism prevalence.Autism count data in 2010 were ...
Barker, Heidi Bulmahn
This is a qualitative study about elementary teachers in a school district who are involved in a science curricular reform effort. The teachers attempted to move from textbook-based science teaching to a more inquiry and process-based approach. I specifically explore how teachers negotiate their place within changes in pedagogy and curriculum and how this negotiation is enacted in the space of a teacher's own classroom. The account developed here is based on a two-year study. Presented are descriptions, analysis, and my own interpretations of teaching and conversations as teachers spoke with one another, with me and with children as they tried out the new science curriculum and pedagogies. I conclude that people interested in school reform should consider the following ideas as they work with teachers to implement pedagogical and curricular changes. (1) Teaching is a personal/individual process that takes place within a larger community. This leads to a complex context for working and making decisions. (2) Despite feeling that changes were imposed, teachers make the curriculum work for the needs in their own classroom. (3) Change is a process that teachers view as part of their work. Teachers expect that they will adapt curriculum and make it work for the children in their classes and for themselves. I suggest that those who advocate various reform efforts in teaching and curriculum should consider the spaces that teachers create as they become a part of the change process including intellectual, physical, and emotional ones. In my stories I assert: teachers create their own spaces for making changes in pedagogy and curriculum and they do this as a complex negotiation of external demands (such as their community, relationships with colleagues, and state standards) and their own values and interpretations. The ways that teachers implement the change process is a personal one, and because it is a personal process, school reform efforts largely depend on the teachers
A. J. Falade
Full Text Available Digital video compression technologies have become part of life, in the way visual information is created, communicated and consumed. Some application areas of video compression focused on the problem of optimizing storage space and transmission bandwidth (BW. The two dimensional discrete cosine transform (2-D DCT is an integral part of video and image compression, which is used in Moving Picture Expert Group (MPEG encoding standards. Thus, several video compression algorithms had been developed to reduce the data quantity and provide the acceptable quality standard. In the proposed study, the Matlab Simulink Model (MSM has been used for video coding/compression. The approach is more modern and reduces error resilience image distortion.
Vasbø, Kristin Beate; Silseth, Kenneth; Erstad, Ola
The aim of this article is to gain knowledge about what it means to be a learner using social media in an educational setting. The article presents an ethnographic study of students in a multiethnic community in Oslo who participate in a social networking site called Space2cre8 (S28). In this article, we set out to explore the kind of space for…
Caglio, Agnese; Buur, Jacob
User-centred design projects that utilize ethnographic research tend to produce hours and hours of contextual video footage that seldom gets used again once the project is complete. The richness of such research video could, however, make it attractive for other project teams or researchers...... screens to colleague designers and researchers. The setup we designed included large and small screens placed in a social space of a research environment, the communal kitchen. Through screenings of ten different 'old' research videos accompanied by various prompt questions and activities we built...
This thesis addresses the problem of Bayer-pattern video communications using Wyner-Ziv video coding. There are three major contributions. Firstly, a state-of-the-art Wyner-Ziv video codec using turbo codes is optimized and its functionality is extended. Secondly, it is studied how to realize joint source-channel coding using Wyner-Ziv video coding. The motivation is to achieve high error resiliency for wireless video transmission. Thirdly, a new color space transform method is proposed speci...
Park, Hanna L.
Objective. To describe pharmacy students’ views on the effectiveness of an expansion of the compounding laboratory website at the UNC Eshelman School of Pharmacy. Methods. Originally, there were 39 videos and three animations available. In 2011, an additional 59 videos and two animations were added. Concurrently, all of the interactive questions were updated to fully integrate with the expanded video library. Students were surveyed about the expanded video library regarding accessibility, functionality, and usefulness, and how using the library impacted their learning of compounding. Surveys were analyzed with descriptive statistics. Means and SDs were calculated for the rating scale questions; independent t tests and Wilcoxon nonparametric tests were used to find differences between professional classes and campuses. Analytical results were evaluated with a one-way analysis of variance (ANOVA), z test, and a homogeneity of variance (Levene’s) test. Results. The response rate to the survey was 85%. Compounding videos were used by 386/391 students. Thirty-four percent of students used the videos an average of 30 minutes or less per week; 56% used the videos 1–2 hours per week. Approximately 80% of students were satisfied with the functionality and accessibility of the videos. All students, regardless of professional year or campus affiliation, put their confidence/competence at about 70% of the rating scale. Conclusions. As no standardized compounding curriculum was found in US schools of pharmacy and students reported being satisfied with the website, it could be an accessible, functional, and useful resource for pharmaceutical compounding in schools of pharmacy. PMID:27073283
Drummond, D; Tesnière, A; Hadchouel, A
Playing video games has been associated with several negative effects in children. However, serious games, which are video games designed for a primary purpose other than pure entertainment, should not be neglected by pediatricians. In the field of public health, some serious games are a means to decrease drug consumption and improve sexual health behavior in adolescents. In schools, serious games can be used to change students' perception of the disease of one of their classmates, or to train students on basic life support. Serious games are also used with patients: they can distract them from a painful procedure, increase their compliance to treatments, or participate in their rehabilitation. Finally, serious games allow healthcare professionals to train on the management of various medical situations without risk. For every field of application, this review presents the rationale of the use of video games, followed by concrete examples of video games and the results of their scientific evaluation. Copyright © 2017 Elsevier Masson SAS. All rights reserved.
Full Text Available Ambient Video is an emergent cultural phenomenon, with roots that go deeply into the history of experimental film and video art. Ambient Video, like Brian Eno's ambient music, is video that "must be as easy to ignore as notice" . This minimalist description conceals the formidable aesthetic challenge that faces this new form. Ambient video art works will hang on the walls of our living rooms, corporate offices, and public spaces. They will play in the background of our lives, living video paintings framed by the new generation of elegant, high-resolution flat-panel display units. However, they cannot command attention like a film or television show. They will patiently play in the background of our lives, yet they must always be ready to justify our attention in any given moment. In this capacity, ambient video works need to be equally proficient at rewarding a fleeting glance, a more direct look, or a longer contemplative gaze. This paper connects a series of threads that collectively illuminate the aesthetics of this emergent form: its history as a popular culture phenomenon, its more substantive artistic roots in avant-garde cinema and video art, its relationship to new technologies, the analysis of the viewer's conditions of reception, and the work of current artists who practice within this form.
Lofdahl, Annica; Hagglund, Solveig
This article reports an ethnographic study of pre-school children's social knowledge domains. Results show how the children's shared knowledge concerning social status and social differentiation in the group was strengthened and confirmed during a traditional teacher-led ring game, where they were supposed to choose a friend. We suggest that from…
Ramey, Kay E.; Uttal, David H.
Spatial thinking is important for success in engineering. However, little is known about "how" students learn and apply spatial skills, particularly in kindergarten to Grade 12 engineering learning. The present study investigated the role of spatial thinking in engineering learning at a middle school summer camp. Participants were 26…
Kimmel, Sue C.
Which potato chip is healthiest: (1) regular; (2) baked; or (3) sour cream and onion? This problem requires critical and numerical skills in order to read and compare nutrition labels. The question has applications in mathematics and science classrooms but also in teachers' lounges and school cafeterias. It is a problem that addresses the five…
Gillet, Dennis; de Jong, Anthonius J.M.; Sotirou, Sofoklis; Salzmann, Christophe
The European Commission is funding a large-scale research project on federated online laboratories (Labs) for education in Science, Technology, Engineering, and Mathematics (STEM) at School. The main educational focus is on inquiry learning and the main technological one is on personalized learning
This paper offers insights into how the teaching of queer topics in English language arts classes can be reframed by bridging the goals, practices and conceptual tools of queer theory to literacy teaching. Drawing on an ethnographic classroom study, which explored a 13-week high school Gay and Lesbian Literature course, this paper discusses how…
Hemming, Peter J.
This article addresses the issue of children's spiritual, relational and emotional encounters with the primary school environment, with reference to concepts and theories from both education studies and human geography. Drawing on mixed-method qualitative research in two case study institutions, the article examines pupils' photographed "special…
Full Text Available with Internet to information and communication technologies (ICT) including Internet. The Limpopo TVWS project uses TVWS to provide broadband Internet to five schools which are up to 10 km away around the University of Limpopo (UL) in the rural Mankweng Township...
Siegel-Hawley, Genevieve; Frankenberg, Erica
American demographics are shifting, most notably among the student population (G. Orfield, 2009). The proportion of white student enrollment has steadily decreased since the 1960s, from approximately 80% of students to 56% today (G. Orfield, 2009). In the South and the West--two of the most populous regions in the country--schools report nonwhite…
Reath Warren, Anne
This article reports on language narratives in the ecology of a Vietnamese community language school (VCLS) in Australia. The study takes a dialogical perspective, where the stories about language that informants in the research setting tell are understood to shape and be shaped by the contexts in which they are told. Systematic analysis of…
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questions of our media literacy pertaining to authoring multimodal texts (visual, verbal, audial, etc.) in research practice and the status of multimodal texts in academia. The implications of academic video extend to wider issues of how researchers harness opportunities to author different types of texts......Is video becoming “the new black” in academia, if so, what are the challenges? The integration of video in research methodology (for collection, analysis) is well-known, but the use of “academic video” for dissemination is relatively new (Eriksson and Sørensen). The focus of this paper is academic...... video, or short video essays produced for the explicit purpose of communicating research processes, topics, and research-based knowledge (see the journal of academic videos: www.audiovisualthinking.org). Video is increasingly used in popular showcases for video online, such as YouTube and Vimeo, as well...
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This article is an introduction to video screen capture. Basic information of two software programs, QuickTime for Mac and BlueBerry Flashback Express for PC, are also discussed. Practical applications for video screen capture are given.
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Marino, Matthew T.; Gotch, Chad M.; Israel, Maya; Vasquez, Eleazar, III; Basham, James D.; Becht, Kathleen
This article examined the performance of 57 students with learning disabilities (LD) from four middle schools. Students were followed over the course of a school year in their inclusive science classrooms as they alternated between the use of traditional curricular materials for some units of study and materials that were supplemented with video…
Dunekacke, Simone; Jenßen, Lars; Blömeke, Sigrid
This study addresses the relation of pre-school teachers' mathematics content knowledge and their performance--how they perceive mathematical learning situations and whether they are able to plan adequate actions that foster children's learning--in the informal settings of pre-schools. It thus addresses a serious gap in teacher research that has…
Pasch, H. L.
An overview of video coding is presented. The aim is not to give a technical summary of possible coding techniques, but to address subjects related to video compression in general and to the transmission of compressed video in more detail. Bit rate reduction is in general possible by removing redundant information; removing information the eye does not use anyway; and reducing the quality of the video. The codecs which are used for reducing the bit rate, can be divided into two groups: Constant Bit rate Codecs (CBC's), which keep the bit rate constant, but vary the video quality; and Variable Bit rate Codecs (VBC's), which keep the video quality constant by varying the bit rate. VBC's can be in general reach a higher video quality than CBC's using less bandwidth, but need a transmission system that allows the bandwidth of a connection to fluctuate in time. The current and the next generation of the PSTN does not allow this; ATM might. There are several factors which influence the quality of video: the bit error rate of the transmission channel, slip rate, packet loss rate/packet insertion rate, end-to-end delay, phase shift between voice and video, and bit rate. Based on the bit rate of the coded video, the following classification of coded video can be made: High Definition Television (HDTV); Broadcast Quality Television (BQTV); video conferencing; and video telephony. The properties of these classes are given. The video conferencing and video telephony equipment available now and in the next few years can be divided into three categories: conforming to 1984 CCITT standard for video conferencing; conforming to 1988 CCITT standard; and conforming to no standard.
Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators to post video pre-labs or to flip our classrooms. In this article, I share my advice on creating engaging physics videos.
Potter, Ray; Roberts, Deborah
This guide aims to provide an introduction to Desktop Video Conferencing. You may be familiar with video conferencing, where participants typically book a designated conference room and communicate with another group in a similar room on another site via a large screen display. Desktop video conferencing (DVC), as the name suggests, allows users to video conference from the comfort of their own office, workplace or home via a desktop/laptop Personal Computer. DVC provides live audio and visua...
... 47 Telecommunication 4 2010-10-01 2010-10-01 false Video description of video programming. 79.3... CLOSED CAPTIONING AND VIDEO DESCRIPTION OF VIDEO PROGRAMMING § 79.3 Video description of video programming. (a) Definitions. For purposes of this section the following definitions shall apply: (1...
King, Elizabeth M.
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…
Buggey, Tom; Ogle, Lindsey
Video self-modeling (VSM) first appeared on the psychology and education stage in the early 1970s. The practical applications of VSM were limited by lack of access to tools for editing video, which is necessary for almost all self-modeling videos. Thus, VSM remained in the research domain until the advent of camcorders and VCR/DVD players and,…
Epley, Hannah K.
There is a need for Extension professionals to show clientele the benefits of their program. This article shares how promotional videos are one way of reaching audiences online. An example is given on how a promotional video has been used and developed using iMovie software. Tips are offered for how professionals can create a promotional video and…
National Aeronautics and Space Administration — The GPM Ground Validation Two-Dimensional Video Disdrometer (2DVD) NSSTC dataset was collected by the Two-Dimensional Video Disdrometer (2DVD), which uses two high...
National Aeronautics and Space Administration — The GPM Ground Validation Two-Dimensional Video Disdrometer (2DVD) GCPEX dataset was collected by the Two-Dimensional Video Disdrometer (2DVD) data, which was...
National Aeronautics and Space Administration — This data set presents georeferenced digital video files from Validation Overflight for Amazon Mosaics (VOAM) aerial video surveys as part of the Large-Scale...
Roberts, Simon J.
The Faculty of Engineering at The University of Nottingham, UK, has developed interdisciplinary, hands-on workshops for primary schools that introduce space technology, its relevance to everyday life and the importance of science, technology, engineering and maths. The workshop activities for 7-11 year olds highlight the roles that space and satellite technology play in observing and monitoring the Earth's biosphere as well as being vital to communications in the modern digital world. The programme also provides links to 'how science works', the environment and citizenship and uses pixel art through the medium of digital photography to demonstrate the importance of maths in a novel and unconventional manner. The interactive programme of activities provides learners with an opportunity to meet 'real' scientists and engineers, with one of the key messages from the day being that anyone can become involved in science and engineering whatever their ability or subject of interest. The methodology introduces the role of scientists and engineers using space technology themes, but it could easily be adapted for use with any inspirational topic. Analysis of learners' perceptions of science, technology, engineering and maths before and after participating in ENGage showed very positive and significant changes in their attitudes to these subjects and an increase in the number of children thinking they would be interested and capable in pursuing a career in science and engineering. This paper provides an overview of the activities, the methodology, the evaluation process and results.
American Geophysical Union, Washington, DC.
Geophysics is the application of physics, chemistry, and mathematics to the problems and processes of the earth, from its innermost core to its outermost environs in space. Fields within geophysics include the atmospheric sciences; geodesy; geomagnetism and paleomagnetism; hydrology; oceanography; planetology; seismology; solar-planetary…
Full Text Available In this article we present the results of a narrative inquiry into the construction of subjectivity in primary schools. In this study the researchers' own subjectivities came under the same scrutiny as those who were the focus of the research, and were placed in relation to them. We will discuss the doubts that arose as we carried out our research as well as how our positions as researchers changed over the course of the study. We will also describe our attempts to give voice to teachers and learners through our narratives. This goal led us to produce an account of subjectivity that was relational, process-based, and, sometimes, fragmented. Our interpretation of the representation of childhood/learners and learning in school is based upon how the teachers we have worked with shared a reflective, integral, cooperative, and community view of learning. We will also discuss how learners develop forms of positioning, identification, and differentiation depending on their relationships with others. In this way we have been able to reconstruct the way in which learners' subjectivities are formed by narrating scenes observed in classrooms with different groups of peers, and in other areas of the school where these groups carry out different activities. URN: urn:nbn:de:0114-fqs0902273
This comprehensive and accessible text/reference presents an overview of the state of the art in video coding technology. Specifically, the book introduces the tools of the AVS2 standard, describing how AVS2 can help to achieve a significant improvement in coding efficiency for future video networks and applications by incorporating smarter coding tools such as scene video coding. Topics and features: introduces the basic concepts in video coding, and presents a short history of video coding technology and standards; reviews the coding framework, main coding tools, and syntax structure of AV
Belonging to the wider academic field of computer vision, video analytics has aroused a phenomenal surge of interest since the current millennium. Video analytics is intended to solve the problem of the incapability of exploiting video streams in real time for the purpose of detection or anticipation. It involves analyzing the videos using algorithms that detect and track objects of interest over time and that indicate the presence of events or suspect behavior involving these objects.The aims of this book are to highlight the operational attempts of video analytics, to identify possi
There has been a phenomenal growth in video applications over the past few years. An accurate traffic model of Variable Bit Rate (VBR) video is necessary for performance evaluation of a network design and for generating synthetic traffic that can be used for benchmarking a network. A large number of models for VBR video traffic have been proposed in the literature for different types of video in the past 20 years. Here, the authors have classified and surveyed these models and have also evaluated the models for H.264 AVC and MVC encoded video and discussed their findings.
Whitton, Nicola; Maclure, Maggie
Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…
A two-day participatory research-as-intervention workshop enabled twelve teachers from economically and socially disadvantaged township schools to produce videos that examined some challenges applicable to their praxis. The process of producing the participatory video offered the teachers the opportunity to learn ...
Barko, Timothy; Sadler, Troy D.
This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered…
Birke, Alexander; Schoenau-Fog, Henrik; Reng, Lars
This paper presents Space Bugz! - a novel crowd game for large venues or cinemas that utilises the audience's smartphones as controllers for the game. This paper explains what crowd gaming is and describes how the approach used in Space Bugz! enables more advanced gameplay concepts and individual...... player control than current technologies allow. The gameplay of Space Bugz! is then explained along with the technical architecture of the game. After this, the iterative design process used to create the game is described together with future perspectives. The article concludes with links to a video...
The full-color guide to shooting great video with the Flip Video camera. The inexpensive Flip Video camera is currently one of the hottest must-have gadgets. It's portable and connects easily to any computer to transfer video you shoot onto your PC or Mac. Although the Flip Video camera comes with a quick-start guide, it lacks a how-to manual, and this full-color book fills that void! Packed with full-color screen shots throughout, Flip Video For Dummies shows you how to shoot the best possible footage in a variety of situations. You'll learn how to transfer video to your computer and then edi
Cassio Expedito Galdino Pereira
Full Text Available Based on the importance of teaching content related to the landscape that can be seen, we propose a reflection through the use of mental maps for the perception of landscape experienced by students. This claim will be defended through a case study in public schools in Barbalha in southern Ceará (Brazil. Based on the reflections of Deleuze and Guattari, we want to expose that the map is not an illustrative tracing in class, but multiple, singular, rhizomatic. Thus, we aim to unveil these geographies that are not visible in the textbook, personal geographies with their landscapes, impregnated by beliefs, ideologies and feelings that you have of the location.
Hamer, Mark; Aggio, Daniel; Knock, Georgina; Kipps, Courtney; Shankar, Aparna; Smith, Lee
The physical school environment is a promising setting to increase children's physical activity although robust evidence is sparse. We examined the effects of major playground reconstruction on physical activity and sedentary time in primary schools using a quasi-experimental design (comparison group pre-test/post-test design). Five experimental and two control schools from deprived areas of inner city London were recruited at baseline. Main outcome was physical activity and sedentary time measured from objective monitoring (Actigraph accelerometer) at one year follow up. Pupils' impressions of the new playground were qualitatively assessed post construction. A total of 347 pupils (mean age = 8 years, 55% boys; 36% Caucasian) were recruited into the study at baseline; 303 provided valid baseline Actigraph data. Of those, 231 (76%) completed follow-up (n = 169 intervention; n = 62 control) and 77.4% of the sample recorded at least 4 days of Actigraph wear. In mixed models adjusted for age, sex, ethnicity, ratio activity or sedentary/wear time at baseline, wear time at follow up, and school, no differences were observed in total moderate - vigorous activity (B = -1.4, 95% CI, -7.1, 4.2 min/d), light activity (B = 4.1, 95% CI, -17.9, 26.1), or sedentary time (B = -3.8, 95% CI, -29.2, 21.6 min/d) between groups. There were significant age interactions for sedentary (p = 0.002) and light intensity physical activity (p = 0.008). We observed significant reductions in total sedentary (-28.0, 95% CI, -1.9, -54.1 min/d, p = 0.037) and increases in total light intensity activity (24.6, 95% CI, 0.3, 48.9 min/d, p = 0.047) for children aged under 9 yrs. old in the intervention. Major playground reconstruction had limited effects on physical activity, but reduced sedentary time was observed in younger children. Qualitative data suggested that the children enjoyed the new playgrounds and experienced a perceived positive change in well-being and social
Maltseva Olga Aleksandrovna
Full Text Available The purpose of this article is the presentation of theoretical and methodical fundamentals of problems of formation the student’s of harmonious personal space in the educational process of the primary school. Personal space is being the subject of education, characterizes the specificity of human interaction with the reality, and forms system value-semantic directions of a person at a certain age stage. The period of primary school age is favorable for the formation of the harmonious personal space, which causes the creation of certain conditions in the educational process of school. The logic and content of the experimental work on the implementation of the conditions of formation of the harmonious personal space of the student in the educational process of the primary school are presented in the article. Results show positive dynamics in personal change of teachers, students and their parents, that allows to judge about the efficiency of the carried out research. The materials of the research are presented in the article, can be used in the practice of School Providing General Education.
Urquhart, M. L.; Hairston, M. R.
Education and Public Outreach (E/PO) targeting pre-college education can be focused on teachers or students, but is ultimately only effective if it impacts classrooms. A challenge in the teacher workshop model is tracking the impact we have actually made. Teachers may be excited by our offerings, and rate workshops highly, but is our E/PO actually making a difference with pre-college students? In June 2005 we ran our second four-day teacher workshop for the joint NASA/U.S. Air Force sponsored ionospheric instrument package, the Coupled Ion Neutral Dynamics Investigation (CINDI) with a new twist. We experimented with the integration of our workshop into a long-term professional development program for 6th and 7th grade teachers at UT Dallas. Immediate direct benefits to the CINDI E/PO program included knowledge of teacher backgrounds prior to the workshop, a narrow target grade level range, and the elimination of the need for separate recruiting efforts. More importantly, by working within a year-long program supported by a Teacher Quality Grant we have been able to better assess teacher learning and the impact our outreach efforts is having on the middle school students of participants. The 20-contact hours our workshop contributed to the Teacher Quality Summer Institute were specifically designed to meet Texas standards for middle school science, and made connections between space weather, Earth systems, basic physics, technology, and communications. Participants were able to interact with members of the science team in formal settings and over casual lunches. We will present our motivations for this experiment, participant feedback, and lessons learned. In addition, we will give an update on our CINDI Educator Guide, and the newly completed Cindi in Space comic book. For the latest on CINDI E/PO, curriculum materials, and the comic book in pdf format, go to http://cindispace.utdallas.edu/education/.
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In this article the author explores the construction of place within virtual worlds and, in particular, in video games that appeal widely to children and youths. With the notable exception of "edutainment" titles, gaming and education have traditionally been viewed as separate pursuits. Yet, after school, millions of children and teens spend…
Wang, Yinting; Tao, Dacheng; Li, Xiang; Song, Mingli; Bu, Jiajun; Tan, Ping
We address the problem of removing video color tone jitter that is common in amateur videos recorded with hand-held devices. To achieve this, we introduce color state to represent the exposure and white balance state of a frame. The color state of each frame can be computed by accumulating the color transformations of neighboring frame pairs. Then, the tonal changes of the video can be represented by a time-varying trajectory in color state space. To remove the tone jitter, we smooth the original color state trajectory by solving an L1 optimization problem with PCA dimensionality reduction. In addition, we propose a novel selective strategy to remove small tone jitter while retaining extreme exposure and white balance changes to avoid serious artifacts. Quantitative evaluation and visual comparison with previous work demonstrate the effectiveness of our tonal stabilization method. This system can also be used as a preprocessing tool for other video editing methods.
Sung, Kenzo K
Based on analysis of interviews conducted during 2008-2009 in Oakland, California, this paper examines how narratives of inner-city youth reinforce and destabilize mainstream conceptions of 'ghetto.' The paper demonstrates that inner-city youth discourses regarding 'ghetto' spaces, subjects and schools often exemplify a consciousness informed by both counter-hegemonic insights and internalized psychological trauma. In other words, the interviewed youth reconstitute the term 'ghetto' to signify structural and cultural processes of dislocation occurring in their neighborhood through narratives characterized by contradiction. This finding is significant because it questions how to analyze non-white narratives and offers 'dislocated consciousness' as an interpretive lens grounded in the contradictions of subaltern consciousness theorized by W.E.B. Dubois, Frantz Fanon and Antonio Gramsci. By developing the concept of 'dislocation' to illuminate how such youth negotiate, resist and internalize the material and ideological structures that condition their existence, this study contributes to the existing literature on race and class consciousness of urban youth. The paper concludes by exploring how strategies urban youth utilize to come to terms with their lives can provide new understandings of urban communities and schooling.
Cao, Jingtai; Zhao, Xiaohui; Li, Zhaokun; Liu, Wei; Gu, Haijun
The performance of free space optical (FSO) communication system is limited by atmospheric turbulent extremely. Adaptive optics (AO) is the significant method to overcome the atmosphere disturbance. Especially, for the strong scintillation effect, the sensor-less AO system plays a major role for compensation. In this paper, a modified artificial fish school (MAFS) algorithm is proposed to compensate the aberrations in the sensor-less AO system. Both the static and dynamic aberrations compensations are analyzed and the performance of FSO communication before and after aberrations compensations is compared. In addition, MAFS algorithm is compared with artificial fish school (AFS) algorithm, stochastic parallel gradient descent (SPGD) algorithm and simulated annealing (SA) algorithm. It is shown that the MAFS algorithm has a higher convergence speed than SPGD algorithm and SA algorithm, and reaches the better convergence value than AFS algorithm, SPGD algorithm and SA algorithm. The sensor-less AO system with MAFS algorithm effectively increases the coupling efficiency at the receiving terminal with fewer numbers of iterations. In conclusion, the MAFS algorithm has great significance for sensor-less AO system to compensate atmospheric turbulence in FSO communication system.
Sulsberger, Megan Jane
This ethnographic case study investigates the diverse means and processes by which environmental identities were produced by five first grade students as they participated in an emergent, public school garden space. The children's histories, choices, personal and social experiences, expressions, and corresponding narratives are explored alongside the garden structure and social context to unpack the individualized and layered nature of children's environmental identity and care development. To locate and analyze children's engagements in the garden space, ethnographic, discourse, and narrative analysis methods are employed. The figured world concept is used to theorize and study the caring, environmental identities taken up and enacted by the children in this context. Through participation in emergent provocations, the creation and leveraging of garden artifacts, and investments in caring relationships, the children in this study shaped and cared for the garden space while it simultaneously shaped and cared for them. The environmental identity stories presented in this work broaden the definition of environmental identity to be more inclusive and less normalizing, thus, creating new spaces and moments for children to identify as environmentalists. The stories also raise implications for environmental education researchers to utilize more rigorous frameworks for investigating environmental care and identity development in the field. Findings from this research indicate that emergent garden spaces are potential sites for children to build relationships with nature in the public school. This is a significant practice for schools, as children today lack spaces in which to form environmental identities that implicate environmental care behaviors.
This is a qualitative case study of two students' composing processes as they developed a documentary video about the Dominican Republic in an urban, public middle school classroom. While using a digital video editing program, the students moved across multiple media (the Web, digital video, books, and writing), drawing semiotic resources from…
Lo, Ya-yu; Burk, Bradley; Burk, Bradley; Anderson, Adrienne L.
The current study examined the effects of a modified video prompting procedure, namely progressive video prompting, to increase technique accuracy of shooting a basketball in the school gymnasium of three 11th-grade students with moderate intellectual disability. The intervention involved participants viewing video clips of an adult model who…
Morlock, Larissa; Reynolds, Jennifer L.; Fisher, Sycarah; Comer, Ronald J.
Video modeling involves the learner viewing videos of a model demonstrating a target skill. According to the National Professional Development Center on Autism Spectrum Disorders (2011), video modeling is an evidenced-based intervention for individuals with Autism Spectrum Disorder (ASD) in elementary through middle school. Little research exists…
Heide Smith, Jonas; Tosca, Susana Pajares; Egenfeldt-Nielsen, Simon
From Pong to PlayStation 3 and beyond, Understanding Video Games is the first general introduction to the exciting new field of video game studies. This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews...... the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence. Throughout the book, the authors ask readers to consider...... larger questions about the medium: * What defines a video game? * Who plays games? * Why do we play games? * How do games affect the player? Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping...
Full Text Available As academics we study, research and teach audiovisual media, yet rarely disseminate and mediate through it. Today, developments in production technologies have enabled academic researchers to create videos and mediate audiovisually. In academia it is taken for granted that everyone can write a text. Is it now time to assume that everyone can make a video essay? Using the online journal of academic videos Audiovisual Thinking and the videos published in it as a case study, this article seeks to reflect on the emergence and legacy of academic audiovisual dissemination. Anchoring academic video and audiovisual dissemination of knowledge in two critical traditions, documentary theory and semiotics, we will argue that academic video is in fact already present in a variety of academic disciplines, and that academic audiovisual essays are bringing trends and developments that have long been part of academic discourse to their logical conclusion.
Videos of teachers that students taped in secrecy are all over online sites like YouTube and MySpace. Angry teachers, enthusiastic teachers, teachers clowning around, singing, and even dancing are captured, usually with camera phones, for the whole world to see. Some students go so far as to create elaborately edited videos, shot over several…
Edelman, Andrew J.
The martial art of Aikido was used as an intervention with 15 middle and high school students with severe emotional disturbances in an alternative educational setting. Students with an extensive history of violently disruptive and assaultive behaviors were trained for 12 weeks in this nonviolent Japanese martial art in order to achieve the…
Kier, Meredith Weaver
National efforts to interest students in STEM careers are intensifying around the globe, due to a shortage of professionals to fill the growing demands in these fields. Although some US studies find high interest in STEM in K-12 students, longitudinal studies show a decline in interest following middle school. Many students, particularly females…
Kalcic, Maria; Turowski, Mark; Hall, Callie
Presentation topics include: importance of salinity of coastal waters, habitat switching algorithm, habitat switching module, salinity estimates from Landsat for Sabine Calcasieu Basin, percent of time inundated in 2006, salinity data, prototyping the system, system as packaged for field tests, salinity probe and casing, opening for water flow, cellular antenna used to transmit data, preparing to launch, system is launched in the Pearl River at Stennis Space Center, data are transmitted to Twitter by cell phone modem every 15 minutes, Google spreadsheet I used to import the data from the Twitter feed and to compute salinity (from conductivity) and display charts of salinity and temperature, results are uploaded to NASA's Applied Science and Technology Project Office Webpage.
ESO Video Clip 01/02 is issued on the web in conjunction with the release of a 20-min documentary video from the Final Event of the "Life in the Universe" programme. This unique event took place in November 2001 at CERN in Geneva, as part of the 2001 European Science and Technology Week, an initiative by the European Commission to raise the public awareness of science in Europe. The "Life in the Universe" programme comprised competitions in 23 European countries to identify the best projects from school students. The projects could be scientific or a piece of art, a theatrical performance, poetry or even a musical performance. The only restriction was that the final work must be based on scientific evidence. Winning teams from each country were invited to a "Final Event" at CERN on 8-11 November, 2001 to present their projects to a panel of International Experts during a special three-day event devoted to understanding the possibility of other life forms existing in our Universe. This Final Event also included a spectacular 90-min webcast from CERN with the highlights of the programme. The video describes the Final Event and the enthusiastic atmosphere when more than 200 young students and teachers from all over Europe met with some of the world's leading scientific experts of the field. The present video clip, with excerpts from the film, is available in four versions: two MPEG files and two streamer-versions of different sizes; the latter require RealPlayer software. Video Clip 01/02 may be freely reproduced. The 20-min video is available on request from ESO, for viewing in VHS and, for broadcasters, in Betacam-SP format. Please contact the ESO EPR Department for more details. Life in the Universe was jointly organised by the European Organisation for Nuclear Research (CERN) , the European Space Agency (ESA) and the European Southern Observatory (ESO) , in co-operation with the European Association for Astronomy Education (EAAE). Other research organisations were
Alshina, Elena; Zakharchenko, Vladyslav
Advances in display technologies both for head mounted devices and television panels demand resolution increase beyond 4K for source signal in virtual reality video streaming applications. This poses a problem of content delivery trough a bandwidth limited distribution networks. Considering a fact that source signal covers entire surrounding space investigation reviled that compression efficiency may fluctuate 40% in average depending on origin selection at the conversion stage from 3D space to 2D projection. Based on these knowledge the origin selection algorithm for video compression applications has been proposed. Using discontinuity entropy minimization function projection origin rotation may be defined to provide optimal compression results. Outcome of this research may be applied across various video compression solutions for omnidirectional content.
Space is an introduction to the mysteries of the Universe. Included are Task Cards for independent learning, Journal Word Cards for creative writing, and Hands-On Activities for reinforcing skills in Math and Language Arts. Space is a perfect introduction to further research of the Solar System.
Achieve professional quality sound on a limited budget! Harness all new, Hollywood style audio techniques to bring your independent film and video productions to the next level.In Sound for Digital Video, Second Edition industry experts Tomlinson Holman and Arthur Baum give you the tools and knowledge to apply recent advances in audio capture, video recording, editing workflow, and mixing to your own film or video with stunning results. This fresh edition is chockfull of techniques, tricks, and workflow secrets that you can apply to your own projects from preproduction
The Green Power Partnership develops videos on a regular basis that explore a variety of topics including, Green Power partnership, green power purchasing, Renewable energy certificates, among others.
The purpose of this presentation was to inform the ISS International Partners of the new NASA Agency Video, Audio and Imagery Library (AVAIL) website. AVAIL is a new resource for the public to search for and download NASA-related imagery, and is not intended to replace the current process by which the International Partners receive their Space Station imagery products.
From M.C. Escher to Mass Effect: impossible spaces and hyper-real worlds in video games. How can hyper-real worlds be designed and interpreted in a 2D, 2.5D and 3D virtual environment and how will this implementation affect the stereoscopic 3D video games of the future?
Full Text Available Game developers, even during the early years of game design, have always searched for new and interesting ways of creating more elaborate, immersive and realistic environments for their video games.
This classroom based research project focuses on participation rates of children in the junior primary school during science classes and from the information gathered attempts to identify how a teacher can encourage optimal participation from all children. Factors which influence participation rates and factors which have no influence on participation rates are discussed in relation to the results. These factors include gender, the role of the teacher, teaching styles, gender and groupi...
National Aeronautics and Space Administration — The Precipitation Video Imager (PVI) collected precipitation particle images and drop size distribution data during November 2011 through March 2012 as part of the...
Moeini Babak; Farhadinasab Abdollah; Bazargan Mohsen; Allahverdipour Hamid
Abstract Background No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. Methods This cross-sectional study w...
or she suddenly finds himself in another world, where artefacts are given new meaning and where other rules apply. This makes sense, but also demands that play and non-play can be easily separated. Even so, the concept of the magic circle has never been analysed with respect to the spatial configuration......, called “pervasive games.” These are games that are based on computer technology, but use a physical space as the game space as opposed to video games. Coupling spatial configuration with performance theory of rituals as liminal phenomena, I put forward a model and a new understanding of the magic circle...
Full Text Available The integration of a surveillance camera video with a three-dimensional (3D geographic information system (GIS requires the georeferencing of that video. Since a video consists of separate frames, each frame must be georeferenced. To georeference a video frame, we rely on the information about the camera view at the moment that the frame was captured. A camera view in 3D space is completely determined by the camera position, orientation, and field-of-view. Since the accurate measuring of these parameters can be extremely difficult, in this paper we propose a method for their estimation based on matching video frame coordinates of certain point features with their 3D geographic locations. To obtain these coordinates, we rely on high-resolution orthophotos and digital elevation models (DEM of the area of interest. Once an adequate number of points are matched, Levenberg–Marquardt iterative optimization is applied to find the most suitable video frame georeference, i.e., position and orientation of the camera.
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van der Meij, Hans
This study investigates the effectiveness of a video tutorial for software training whose construction was based on a combination of insights from multimedia learning and Demonstration-Based Training. In the videos, a model of task performance was enhanced with instructional features that were
Monica Adams, head librarian at Robinson Secondary in Fairfax country, Virginia, states that librarians should have the technical knowledge to support projects related to digital video editing. The process of digital video editing and the cables, storage issues and the computer system with software is described.
Live drawing video experimenting with low tech techniques in the field of sketching and visual sense making. In collaboration with Rune Wehner and Teater Katapult.......Live drawing video experimenting with low tech techniques in the field of sketching and visual sense making. In collaboration with Rune Wehner and Teater Katapult....
Online videos are an increasingly important way technology is contributing to the improvement of physics teaching. Students and teachers have begun to rely on online videos to provide them with content knowledge and instructional strategies. Online audiences are expecting greater production value, and departments are sometimes requesting educators…
Chernyshov Alexander V.
Full Text Available The article focuses on the origins of the song videos as TV and Internet-genre. In addition, it considers problems of screen images creation depending on the musical form and the text of a songs in connection with relevant principles of accent and phraseological video editing and filming techniques as well as with additional frames and sound elements.
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Ørngreen, Rikke; Henningsen, Birgitte Sølbeck; Louw, Arnt Vestergaard
agenda focusing on video productions in combination with digital storytelling, followed by a presentation of the digital storytelling features. The paper concludes with a suggestion to initiate research in what is identified as Personal Digital Video (PDV) Stories within longitudinal settings, while...
Provenzo, Eugene F., Jr.
Video games are neither neutral nor harmless but represent very specific social and symbolic constructs. Research on the social content of today's video games reveals that sex bias and gender stereotyping are widely evident throughout the Nintendo games. Violence and aggression also pervade the great majority of the games. (MLF)
Dupagne, Michel; Stacks, Don W.; Giroux, Valerie Manno
This study examines whether video streaming can reduce trait and state communication apprehension, as well as improve communication competence, in public speaking classes. Video streaming technology has been touted as the next generation of video feedback for public speaking students because it is not limited by time or space and allows Internet…
Full Text Available ... Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... member of our patient care team. Managing Your Arthritis Managing Your Arthritis Managing Chronic Pain and Depression ...
Full Text Available ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis of ...
... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos was designed to help you learn more about Rheumatoid Arthritis (RA). You will learn how the diagnosis of ...
Full Text Available ... questions Clinical Studies Publications Catalog Photos and Images Spanish Language Information Grants and Funding Extramural Research Division ... Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video ...
Berberian, S K
A detailed exposition of G.W. Mackey's theory of Borel spaces (standard, substandard, analytic), based on results in Chapter 9 of Bourbaki's General Topology. Appended are five informal lectures on the subject (given at the CIMPA/ICPAM Summer School, Nice, 1986), sketching the connection between Borel spaces and representations of operator algebras.
Wang, Zhi; Zhu, Wenwu
This brief presents new architecture and strategies for distribution of social video content. A primary framework for socially-aware video delivery and a thorough overview of the possible approaches is provided. The book identifies the unique characteristics of socially-aware video access and social content propagation, revealing the design and integration of individual modules that are aimed at enhancing user experience in the social network context. The change in video content generation, propagation, and consumption for online social networks, has significantly challenged the traditional video delivery paradigm. Given the massive amount of user-generated content shared in online social networks, users are now engaged as active participants in the social ecosystem rather than as passive receivers of media content. This revolution is being driven further by the deep penetration of 3G/4G wireless networks and smart mobile devices that are seamlessly integrated with online social networking and media-sharing s...
Kong, Wanzeng; Zhao, Xinxin; Hu, Sanqing; Vecchiato, Giovanni; Babiloni, Fabio
How to evaluate the effect of commercials is significantly important in neuromarketing. In this paper, we proposed an electronic way to evaluate the influence of video commercials on consumers by impression index. The impression index combines both the memorization and attention index during consumers observing video commercials by tracking the EEG activity. It extracts features from scalp EEG to evaluate the effectiveness of video commercials in terms of time-frequency-space domain. And, the general global field power was used as an impression index for evaluation of video commercial scenes as time series. Results of experiment demonstrate that the proposed approach is able to track variations of the cerebral activity related to cognitive task such as observing video commercials, and help to judge whether the scene in video commercials is impressive or not by EEG signals.
Escobar-Chaves, S Liliana; Kelder, Steve; Orpinas, Pamela
Multiple factors are involved in the occurrence of aggressive behavior. The purpose of this study was to evaluate the hypotheses that Latino middle school children exposed to higher levels of video game playing will exhibit a higher level of aggression and fighting compared to children exposed to lower levels and that the more acculturated middle school Latino children will play more video games and will prefer more violent video games compared to less acculturated middle school Latino children. This study involved 5,831 students attending eight public schools in Texas. A linear relationship was observed between the time spent playing video games and aggression scores. Higher aggression scores were significantly associated with heavier video playing for boys and girls (p video games, the more they fought at school (p violent video game playing increased, as well as the amount of time they played video games. Students who reported speaking more Spanish at home and with their friends were less likely to spend large amounts of time playing video games and less likely to prefer violent video games (p < 0.05).
McNeal, Thomas, Jr.; Kearns, Landon
Video streaming can be a very useful tool for educators. It is now possible for a school?s technical specialist or classroom teacher to create a streaming server with tools that are available in many classrooms. In this article we describe how we created our video streamer using free software, older computers, and borrowed hardware. The system…
Sumule, U.; Amin, S. M.; Fuad, Y.
This study aims to determine the types and causes of errors, as well as efforts being attempted to overcome the mistakes made by junior high school students in completing PISA content space and shape. Two subjects were selected based on the mathematical ability test results with the most error, yet they are able to communicate orally and in writing. Two selected subjects then worked on the PISA ability test question and the subjects were interviewed to find out the type and cause of the error and then given a scaffolding based on the type of mistake made.The results of this study obtained the type of error that students do are comprehension and transformation error. The reasons are students was not able to identify the keywords in the question, write down what is known or given, specify formulas or device a plan. To overcome this error, students were given scaffolding. Scaffolding that given to overcome misunderstandings were reviewing and restructuring. While to overcome the transformation error, scaffolding given were reviewing, restructuring, explaining and developing representational tools. Teachers are advised to use scaffolding to resolve errors so that the students are able to avoid these errors.
Halmagyi, G. M.; Chen, Luke; MacDougall, Hamish G.; Weber, Konrad P.; McGarvie, Leigh A.; Curthoys, Ian S.
In 1988, we introduced impulsive testing of semicircular canal (SCC) function measured with scleral search coils and showed that it could accurately and reliably detect impaired function even of a single lateral canal. Later we showed that it was also possible to test individual vertical canal function in peripheral and also in central vestibular disorders and proposed a physiological mechanism for why this might be so. For the next 20 years, between 1988 and 2008, impulsive testing of individual SCC function could only be accurately done by a few aficionados with the time and money to support scleral search-coil systems—an expensive, complicated and cumbersome, semi-invasive technique that never made the transition from the research lab to the dizzy clinic. Then, in 2009 and 2013, we introduced a video method of testing function of each of the six canals individually. Since 2009, the method has been taken up by most dizzy clinics around the world, with now close to 100 refereed articles in PubMed. In many dizzy clinics around the world, video Head Impulse Testing has supplanted caloric testing as the initial and in some cases the final test of choice in patients with suspected vestibular disorders. Here, we consider seven current, interesting, and controversial aspects of video Head Impulse Testing: (1) introduction to the test; (2) the progress from the head impulse protocol (HIMPs) to the new variant—suppression head impulse protocol (SHIMPs); (3) the physiological basis for head impulse testing; (4) practical aspects and potential pitfalls of video head impulse testing; (5) problems of vestibulo-ocular reflex gain calculations; (6) head impulse testing in central vestibular disorders; and (7) to stay right up-to-date—new clinical disease patterns emerging from video head impulse testing. With thanks and appreciation we dedicate this article to our friend, colleague, and mentor, Dr Bernard Cohen of Mount Sinai Medical School, New York, who since his
G. M. Halmagyi
Full Text Available In 1988, we introduced impulsive testing of semicircular canal (SCC function measured with scleral search coils and showed that it could accurately and reliably detect impaired function even of a single lateral canal. Later we showed that it was also possible to test individual vertical canal function in peripheral and also in central vestibular disorders and proposed a physiological mechanism for why this might be so. For the next 20 years, between 1988 and 2008, impulsive testing of individual SCC function could only be accurately done by a few aficionados with the time and money to support scleral search-coil systems—an expensive, complicated and cumbersome, semi-invasive technique that never made the transition from the research lab to the dizzy clinic. Then, in 2009 and 2013, we introduced a video method of testing function of each of the six canals individually. Since 2009, the method has been taken up by most dizzy clinics around the world, with now close to 100 refereed articles in PubMed. In many dizzy clinics around the world, video Head Impulse Testing has supplanted caloric testing as the initial and in some cases the final test of choice in patients with suspected vestibular disorders. Here, we consider seven current, interesting, and controversial aspects of video Head Impulse Testing: (1 introduction to the test; (2 the progress from the head impulse protocol (HIMPs to the new variant—suppression head impulse protocol (SHIMPs; (3 the physiological basis for head impulse testing; (4 practical aspects and potential pitfalls of video head impulse testing; (5 problems of vestibulo-ocular reflex gain calculations; (6 head impulse testing in central vestibular disorders; and (7 to stay right up-to-date—new clinical disease patterns emerging from video head impulse testing. With thanks and appreciation we dedicate this article to our friend, colleague, and mentor, Dr Bernard Cohen of Mount Sinai Medical School, New York, who
Whyte, Wayne A., Jr.; Sayood, Khalid
Clearly transmission of visual information will be a major, if not dominant, factor in determining the requirements for, and assessing the performance of the Space Exploration Initiative (SEI) communications systems. Projected image/video requirements which are currently anticipated for SEI mission scenarios are presented. Based on this information and projected link performance figures, the image/video data compression requirements which would allow link closure are identified. Finally several approaches which could satisfy some of the compression requirements are presented and possible future approaches which show promise for more substantial compression performance improvement are discussed.
CERN video productions
"What's new @ CERN?", a new monthly video programme, will be broadcast on the Monday of every month on webcast.cern.ch. Aimed at the general public, the programme will cover the latest CERN news, with guests and explanatory features. Tune in on Monday 3 October at 4 pm (CET) to see the programme in English, and then at 4:20 pm (CET) for the French version. var flash_video_player=get_video_player_path(); insert_player_for_external('Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0753-kbps-640x360-25-fps-audio-64-kbps-44-kHz-stereo', 'mms://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-Multirate-200-to-753-kbps-640x360-25-fps.wmv', 'false', 480, 360, 'https://mediastream.cern.ch/MediaArchive/Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-posterframe-640x360-at-10-percent.jpg', '1383406', true, 'Video/Public/Movies/2011/CERN-MOVIE-2011-129/CERN-MOVIE-2011-129-0600-kbps-maxH-360-25-fps-...
Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela
Video object segmentation can be considered as one of the most challenging computer vision problems. Indeed, so far, no existing solution is able to effectively deal with the peculiarities of real-world videos, especially in cases of articulated motion and object occlusions; limitations that appear more evident when we compare the performance of automated methods with the human one. However, manually segmenting objects in videos is largely impractical as it requires a lot of time and concentration. To address this problem, in this paper we propose an interactive video object segmentation method, which exploits, on one hand, the capability of humans to identify correctly objects in visual scenes, and on the other hand, the collective human brainpower to solve challenging and large-scale tasks. In particular, our method relies on a game with a purpose to collect human inputs on object locations, followed by an accurate segmentation phase achieved by optimizing an energy function encoding spatial and temporal constraints between object regions as well as human-provided location priors. Performance analysis carried out on complex video benchmarks, and exploiting data provided by over 60 users, demonstrated that our method shows a better trade-off between annotation times and segmentation accuracy than interactive video annotation and automated video object segmentation approaches.
This book covers both algorithms and technologies of interactive videos, so that businesses in IT and data managements, scientists and software engineers in video processing and computer vision, coaches and instructors that use video technology in teaching, and finally end-users will greatly benefit from it. This book contains excellent scientific contributions made by a number of pioneering scientists and experts from around the globe. It consists of five parts. The first part introduces the reader to interactive video and video summarization and presents effective methodologies for automatic abstraction of a single video sequence, a set of video sequences, and a combined audio-video sequence. In the second part, a list of advanced algorithms and methodologies for automatic and semi-automatic analysis and editing of audio-video documents are presented. The third part tackles a more challenging level of automatic video re-structuring, filtering of video stream by extracting of highlights, events, and meaningf...
McKenney, Susan; Voogt, Joke
Two studies were conducted to facilitate the development of feasible support for the process of integrating digital video making activities in the primary school language arts curriculum. The first study explored which teaching supports would be necessary to enable primary school children to create
Burgess, Stephen R.; Stermer, Steven Paul; Burgess, Melinda C. R.
The relations between media consumption, especially TV viewing, and school performance have been extensively examined. However, even though video game playing may have replaced TV viewing as the most frequent form of media usage, relatively little research has examined its relations to school performance, especially in older students. We surveyed…
Hamlen, Karla R.
The purpose of this study was to investigate relationships between strategies students use to overcome challenges in both video games and homework assignments, and whether or not these are predictors of academic performance in school. Data were collected through an online survey of students, primarily in middle and high school, assessing both…
Background and Aim. The aim of this study was to evaluate the effectiveness of Video Assisted Teaching (VAT) on the knowledge and practice of dental hygiene among primary school children in Bangalore, India. The hypothesis to be tested was that the mean post-test knowledge and practice scores of primary school ...
Background and Aim The aim of this study was to evaluate the effectiveness of Video Assisted Teaching (VAT) on the knowledge and practice of dental hygiene among primary school children in Bangalore, India. The hypothesis to be tested was that the mean post-test knowledge and practice scores of primary school ...
Bavelier, Daphne; Green, C. Shawn; Han, Doug Hyun; Renshaw, Perry F.; Merzenich, Michael M.; Gentile, Douglas A.
The popular press is replete with stories about the effects of video and computer games on the brain. Sensationalist headlines claiming that video games ‘damage the brain’ or ‘boost brain power’ do not do justice to the complexities and limitations of the studies involved, and create a confusing overall picture about the effects of gaming on the brain. Here, six experts in the field shed light on our current understanding of the positive and negative ways in which playing video games can affe...
This book presents a complete pipeline forHDR image and video processing fromacquisition, through compression and quality evaluation, to display. At the HDR image and video acquisition stage specialized HDR sensors or multi-exposure techniques suitable for traditional cameras are discussed. Then, we present a practical solution for pixel values calibration in terms of photometric or radiometric quantities, which are required in some technically oriented applications. Also, we cover the problem of efficient image and video compression and encoding either for storage or transmission purposes, in
Lucas, Laurent; Loscos, Céline
While 3D vision has existed for many years, the use of 3D cameras and video-based modeling by the film industry has induced an explosion of interest for 3D acquisition technology, 3D content and 3D displays. As such, 3D video has become one of the new technology trends of this century.The chapters in this book cover a large spectrum of areas connected to 3D video, which are presented both theoretically and technologically, while taking into account both physiological and perceptual aspects. Stepping away from traditional 3D vision, the authors, all currently involved in these areas, provide th
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Lande, R G
Some researchers and theorists are convinced that graphic scenes of violence on television and in movies are inextricably linked to human aggression. Others insist that a link has not been conclusively established. This paper summarizes scientific studies that have informed these two perspectives. Although many instances of children and adults imitating video violence have been documented, no court has imposed liability for harm allegedly resulting from a video program, an indication that considerable doubt still exists about the role of video violence in stimulating human aggression. The author suggests that a small group of vulnerable viewers are probably more impressionable and therefore more likely to suffer deleterious effects from violent programming. He proposes that research on video violence be narrowed to identifying and describing the vulnerable viewer.
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Artiklen beskriver et udviklingsprojekt, hvor 13 grupper af lærere på tværs af fag og uddannelser producerede video til undervsioningsbrug. Der beskrives forskellige tilgange og anvendelser samt læringen i projektet...
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National Oceanic and Atmospheric Administration, Department of Commerce — Observers are required to take photos and/or videos of all incidentally caught sea turtles, marine mammals, seabirds and unusual or rare fish. On the first 3...
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Silvana Aparecida de Souza
Full Text Available It is a conceptual and theoretical research on school organization and its democratization, focusing on one aspect of an objective nature: its architecture. The study was based on the academic literature on democratization and theoretical contribution of Michel Foucault, with regard to the analysis of space as a resourcecontrol, surveillance and training, going through a historical review of the modelconstruction of school buildings in Brazil. It is therefore a sociological analysis of the school environment, in relation to the democratization process of basic education, understood as ensuring that the conditions of access and permanence to a universalquality education, and conceived and gestated from collective interests of its users.We conclude that the architecture of public schools in Brazil do not provides democratic management, either by format controller of buildings constructed in the republican period, either by the current economic priority for the construction of public school buildings, which includes little or no space for collective activities. The character of the buildings remains controller, no more for its architecture, but made possible by technological development, which allows monitoring by video cameras, which is made with the permission and support of community.
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Learning assessments are subject of discussions that envolve theoretical and practical approaches. To measure learning in physics by high school students, either qualitatively or quantitatively, is a process in which it should be possible to identify not only the concepts and contents students failed to achieve but also the reasons of the failure. We propose that students' video production offers a very effective formative assessment to teachers: as a formative assessment, it produces information that allows the understanding of where and when the learning process succeeded or failed, of identifying, as a subject or as a group, the defficiencies or misunderstandings related to the theme under analysis and their interpretation by students, and it provides also a different kind of assessment, related to some other life skills, like the ability to carry a project to its conclusion and to work cooperatively. In this paper, we describe the use of videos produced by high school students as an assessment resource. T...
Jensen, Kristian Nøhr; Hansen, Kenneth
Formålet med denne artikel er at vise, hvordan læringsdesign og stilladsering kan anvendes til at skabe en ramme for studenterproduceret video til eksamen på videregående uddannelser. Artiklen tager udgangspunkt i en problemstilling, hvor uddannelsesinstitutionerne skal håndtere og koordinere...... de fagfaglige og mediefaglige undervisere et redskab til at fokusere og koordinere indsatsen frem mod målet med, at de studerende producerer og anvender video til eksamen....
Schlecht, Leslie E.; Kutler, Paul (Technical Monitor)
This is a proposal for a general use system based, on the SGI IRIS workstation platform, for recording computer animation to videotape. In addition, this system would provide features for simple editing and enhancement. Described here are a list of requirements for the system, and a proposed configuration including the SGI VideoLab Integrator, VideoMedia VLAN animation controller and the Pioneer rewritable laserdisc recorder.
Bourgonjon, Jeroen; Soetaert, Ronald
In their article "Video Games and Citizenship" Jeroen Bourgonjon and Ronald Soetaert argue that digitization problematizes and broadens our perspective on culture and popular media, and that this has important ramifications for our understanding of citizenship. Bourgonjon and Soetaert respond to the call of Gert Biesta for the contextualized study of young people's practices by exploring a particular aspect of digitization that affects young people, namely video games. They explore the new so...
be processed by a nearby high -performance computing asset and returned to a squad of Soldiers with annotations indicating the location of friendly and...is to change the resolution, bitrate, and/or framerate of the video being transmitted to the client, reducing the bandwidth requirements of the...video. This solution is typically not viable because a progressive download is required to have a constant resolution, bitrate, and framerate because
M. S. Temiz
Full Text Available In this paper, detailed studies have been performed for developing a real time system to be used for surveillance of the traffic flow by using monocular video cameras to find speeds of the vehicles for secure travelling are presented. We assume that the studied road segment is planar and straight, the camera is tilted downward a bridge and the length of one line segment in the image is known. In order to estimate the speed of a moving vehicle from a video camera, rectification of video images is performed to eliminate the perspective effects and then the interest region namely the ROI is determined for tracking the vehicles. Velocity vectors of a sufficient number of reference points are identified on the image of the vehicle from each video frame. For this purpose sufficient number of points from the vehicle is selected, and these points must be accurately tracked on at least two successive video frames. In the second step, by using the displacement vectors of the tracked points and passed time, the velocity vectors of those points are computed. Computed velocity vectors are defined in the video image coordinate system and displacement vectors are measured by the means of pixel units. Then the magnitudes of the computed vectors in the image space are transformed to the object space to find the absolute values of these magnitudes. The accuracy of the estimated speed is approximately ±1 – 2 km/h. In order to solve the real time speed estimation problem, the authors have written a software system in C++ programming language. This software system has been used for all of the computations and test applications.
Assent, Ira; Kremer, Hardy
Video copy detection should be capable of identifying video copies subject to alterations e.g. in video contrast or frame rates. We propose a video copy detection scheme that allows for adaptable detection of videos that are altered temporally (e.g. frame rate change) and/or visually (e.g. change...... in contrast). Our query processing combines filtering and indexing structures for efficient multistep computation of video copies under this model. We show that our model successfully identifies altered video copies and does so more reliably than existing models....
Wang, Wenguan; Shen, Jianbing; Li, Xuelong; Porikli, Fatih
With ever-increasing volumes of video data, automatic extraction of salient object regions became even more significant for visual analytic solutions. This surge has also opened up opportunities for taking advantage of collective cues encapsulated in multiple videos in a cooperative manner. However, it also brings up major challenges, such as handling of drastic appearance, motion pattern, and pose variations, of foreground objects as well as indiscriminate backgrounds. Here, we present a cosegmentation framework to discover and segment out common object regions across multiple frames and multiple videos in a joint fashion. We incorporate three types of cues, i.e., intraframe saliency, interframe consistency, and across-video similarity into an energy optimization framework that does not make restrictive assumptions on foreground appearance and motion model, and does not require objects to be visible in all frames. We also introduce a spatio-temporal scale-invariant feature transform (SIFT) flow descriptor to integrate across-video correspondence from the conventional SIFT-flow into interframe motion flow from optical flow. This novel spatio-temporal SIFT flow generates reliable estimations of common foregrounds over the entire video data set. Experimental results show that our method outperforms the state-of-the-art on a new extensive data set (ViCoSeg).
Full Text Available The literature provides some evidence that the use of violent video games increases the risk for young people to develop aggressive cognitions and even behaviors. We aimed to verify whether exposure to violent video games is linked to problems of aggression in a sample of Italian children. Four questionnaires were administered to 346 children between 7 and 14 years of age, attending primary and secondary schools in Northern Italy. Variables measured were externalization, quality of interpersonal relationships, aggression, quality of coping strategies, and parental stress. Participants who preferred violent games showed higher scores for externalization and aggression. The use of violent video games and age were linked to higher levels of aggression, coping strategies, and the habitual video game weekly consumption of participants. Our data confirm the role of violent video games as risk factors for problems of aggressive behavior and of externalization in childhood and early adolescence.
Barko, Timothy; Sadler, Troy D.
This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered conceptually, the notion of virtual experience is not limited to those experiences generated by computer aided technology, as with a video game or computer simulation. The notion of virtuality can apply to many real world experiences as well. It is proposed that the medium of the learning experience, be it video game or classroom, is not an important distinction to consider; instead, we should seek to determine what kinds of meaningful experiences apply for both classrooms and video games.
Full Text Available This contribution sets out to analyse the official names of Italian schools in the 19th and 20th centuries, considering these schools as places of civil, political and scholastic memory. Studying national legislation and based on historical research into specific schools in Italy, the work focuses on the naming of the school buildings found today in the city of Bologna (Italy during the period from Unification until the Second World War. Examining as-yet unexplored archive sources, the study investigates the motivations underlying the school names, the contexts in which they were debated and decided, the inauguration ceremonies and the relative official speeches given by the authorities, the stones laid or busts displayed in or outside the schools and the complex scenography set up for the local people offering a «pedagogic» and yet political discourse, as an authentic educational heritage of «public memory» and political pedagogy for the generations of the time and those to come. This study also shows some interesting surprises concerning famous and less well-known figures and personalities pointed out in the local school memory but legible on many levels of historical and educational interpretation. This work has confirmed that officially named of Italian school buildings are authentic places of memory assigned from birth to play a civil and public function for national education and cultural memory, as well as the literacy of the new generations.
McCready, Lance T.
What's it like for Black male students who are openly gay or "gender non-conforming" to navigate the social geography of urban schools? In the tradition of critical ethnographies of schooling, Lance T. McCready mobilizes feminist theories of intersectionality to explore the voices of Black gay male students and their teachers in a…
Bao, Tianlong; Ding, Chunhui; Karmoshi, Saleem; Zhu, Ming
Face recognition has been widely studied recently while video-based face recognition still remains a challenging task because of the low quality and large intra-class variation of video captured face images. In this paper, we focus on two scenarios of video-based face recognition: 1)Still-to-Video(S2V) face recognition, i.e., querying a still face image against a gallery of video sequences; 2)Video-to-Still(V2S) face recognition, in contrast to S2V scenario. A novel method was proposed in this paper to transfer still and video face images to an Euclidean space by a carefully designed convolutional neural network, then Euclidean metrics are used to measure the distance between still and video images. Identities of still and video images that group as pairs are used as supervision. In the training stage, a joint loss function that measures the Euclidean distance between the predicted features of training pairs and expanding vectors of still images is optimized to minimize the intra-class variation while the inter-class variation is guaranteed due to the large margin of still images. Transferred features are finally learned via the designed convolutional neural network. Experiments are performed on COX face dataset. Experimental results show that our method achieves reliable performance compared with other state-of-the-art methods.
Full Text Available This essay develops a method for the analysis of video game characters based on a theoretical understanding of their medium-specific representation and the mental processes involved in their intersubjective construction by video game players. We propose to distinguish, first, between narration, simulation, and communication as three modes of representation particularly salient for contemporary video games and the characters they represent, second, between narrative, ludic, and social experience as three ways in which players perceive video game characters and their representations, and, third, between three dimensions of video game characters as ‘intersubjective constructs’, which usually are to be analyzed not only as fictional beings with certain diegetic properties but also as game pieces with certain ludic properties and, in those cases in which they function as avatars in the social space of a multiplayer game, as representations of other players. Having established these basic distinctions, we proceed to analyze their realization and interrelation by reference to the character of Martin Walker from the third-person shooter Spec Ops: The Line (Yager Development 2012, the highly customizable player-controlled characters from the role-playing game The Elder Scrolls V: Skyrim (Bethesda 2011, and the complex multidimensional characters in the massively multiplayer online role-playing game Star Wars: The Old Republic (BioWare 2011-2014.
Cihak, David; Fahrenkrog, Cynthia; Ayres, Kevin M.; Smith, Catherine
This study evaluated the efficacy of video modeling delivered via a handheld device (video iPod) and the use of the system of least prompts to assist elementary-age students with transitioning between locations and activities within the school. Four students with autism learned to manipulate a handheld device to watch video models. An ABAB…
Harte, J Davis; Homer, Caroline Se; Sheehan, Athena; Leap, Nicky; Foureur, Maralyn
Conducting video-research in birth settings raises challenges for ethics review boards to view birthing women and research-midwives as capable, autonomous decision-makers. This study aimed to gain an understanding of how the ethical approval process was experienced and to chronicle the perceived risks and benefits. The Birth Unit Design project was a 2012 Australian ethnographic study that used video recording to investigate the physical design features in the hospital birthing space that might influence both verbal and non-verbal communication and the experiences of childbearing women, midwives and supporters. Participants and research context: Six women, 11 midwives and 11 childbirth supporters were filmed during the women's labours in hospital birth units and interviewed 6 weeks later. Ethical considerations: The study was approved by an Australian Health Research Ethics Committee after a protracted process of negotiation. The ethics committee was influenced by a traditional view of research as based on scientific experiments resulting in a poor understanding of video-ethnographic research, a paradigmatic view of the politics and practicalities of modern childbirth processes, a desire to protect institutions from litigation, and what we perceived as a paternalistic approach towards protecting participants, one that was at odds with our aim to facilitate situations in which women could make flexible, autonomous decisions about how they might engage with the research process. The perceived need for protection was overly burdensome and against the wishes of the participants themselves; ultimately, this limited the capacity of the study to improve care for women and babies. Recommendations are offered for those involved in ethical approval processes for qualitative research in childbirth settings. The complexity of issues within childbirth settings, as in most modern healthcare settings, should be analysed using a variety of research approaches, beyond efficacy
Jones Michael A
Full Text Available Abstract Background The purpose of our study was to use a student-centred approach to develop an online video learning resource (called 'Moo Tube' at the School of Veterinary Medicine and Science, University of Nottingham, UK and also to provide guidance for other academics in the School wishing to develop a similar resource in the future. Methods A focus group in the format of the nominal group technique was used to garner the opinions of 12 undergraduate students (3 from year-1, 4 from year-2 and 5 from year-3. Students generated lists of items in response to key questions, these responses were thematically analysed to generate key themes which were compared between the different year groups. The number of visits to 'Moo Tube' before and after an objective structured practical examination (OSPE was also analysed to provide data on video usage. Results Students highlighted a number of strengths of video resources which can be grouped into four overarching themes: (1 teaching enhancement, (2 accessibility, (3 technical quality and (4 video content. Of these themes, students rated teaching enhancement and accessibility most highly. Video usage was seen to significantly increase (P Conclusions The students had a positive perception of video usage in higher education. Video usage increases prior to practical examinations. Image quality was a greater concern with year-3 students than with either year-1 or 2 students but all groups highlighted the following as important issues: i good sound quality, ii accessibility, including location of videos within electronic libraries, and iii video content. Based on the findings from this study, guidelines are suggested for those developing undergraduate veterinary videos. We believe that many aspects of our list will have resonance in other areas of medicine education and higher education.
Roshier, Amanda L; Foster, Neil; Jones, Michael A
The purpose of our study was to use a student-centred approach to develop an online video learning resource (called 'Moo Tube') at the School of Veterinary Medicine and Science, University of Nottingham, UK and also to provide guidance for other academics in the School wishing to develop a similar resource in the future. A focus group in the format of the nominal group technique was used to garner the opinions of 12 undergraduate students (3 from year-1, 4 from year-2 and 5 from year-3). Students generated lists of items in response to key questions, these responses were thematically analysed to generate key themes which were compared between the different year groups. The number of visits to 'Moo Tube' before and after an objective structured practical examination (OSPE) was also analysed to provide data on video usage. Students highlighted a number of strengths of video resources which can be grouped into four overarching themes: (1) teaching enhancement, (2) accessibility, (3) technical quality and (4) video content. Of these themes, students rated teaching enhancement and accessibility most highly. Video usage was seen to significantly increase (P students had a positive perception of video usage in higher education. Video usage increases prior to practical examinations. Image quality was a greater concern with year-3 students than with either year-1 or 2 students but all groups highlighted the following as important issues: i) good sound quality, ii) accessibility, including location of videos within electronic libraries, and iii) video content. Based on the findings from this study, guidelines are suggested for those developing undergraduate veterinary videos. We believe that many aspects of our list will have resonance in other areas of medicine education and higher education.
Luca Milani; Elena Camisasca; Caravita, Simona C.S.; Chiara Ionio; Sarah Miragoli; Paola Di Blasio
The literature provides some evidence that the use of violent video games increases the risk for young people to develop aggressive cognitions and even behaviors. We aimed to verify whether exposure to violent video games is linked to problems of aggression in a sample of Italian children. Four questionnaires were administered to 346 children between 7 and 14 years of age, attending primary and secondary schools in Nor...
What Works Clearinghouse, 2015
In the 2014 study, "The Effects of Math Video Games on Learning," researchers examined the impacts of math video games on the fractions knowledge of 1,468 sixth-grade students in 23 schools. The video games focused on fractions concepts including: whole units, numerator and denominator, understanding the number line, fractions…
Allner, M.; McKay, C.; Coe, L.; Rask, J.; Paradise, J.; Judson Wynne, J.J
Introduction: NASA has played an influential role in bringing the enthusiasm of space science to schools across the United States since the 1980s. The evolution of this public outreach has led to a variety of NASA funded education programs designed to promote student interest in science, technology, engineering, math, and geography (STEM-G) careers. Purpose: This paper investigates the educational outreach initiatives, structure, and impact of two of NASA's largest educational programs: the NASA Explorer School (NES) and NASA Spaceward Bound programs. Results: Since its induction in 2003 the NES program has networked and provided resources to over 300 schools across the United States. Future directions include further development of mentor schools for each new NES school selected, while also developing a longitudinal student tracking system for NES students to monitor their future involvement in STEM-G careers. The Spaceward Bound program, now in its third year of teacher outreach, is looking to further expand its teacher network and scientific collaboration efforts, while building on its teacher mentorship framework. ?? 2009 Elsevier Ltd.
Motion blur from camera shake is a major problem in videos captured by hand-held devices. Unlike single-image deblurring, video-based approaches can take advantage of the abundant information that exists across neighboring frames. As a result the best performing methods rely on aligning nearby frames. However, aligning images is a computationally expensive and fragile procedure, and methods that aggregate information must therefore be able to identify which regions have been accurately aligned and which have not, a task which requires high level scene understanding. In this work, we introduce a deep learning solution to video deblurring, where a CNN is trained end-to-end to learn how to accumulate information across frames. To train this network, we collected a dataset of real videos recorded with a high framerate camera, which we use to generate synthetic motion blur for supervision. We show that the features learned from this dataset extend to deblurring motion blur that arises due to camera shake in a wide range of videos, and compare the quality of results to a number of other baselines.
For better or worse, video technologies have made their way into many domains of social life, for example in the domain of therapeutics. Techniques such as Marte Meo, Video Interaction Guidance (ViG), Video-Enhanced Reflection on Communication, Video Home Training and Video intervention....../prevention (VIP) all promote the use of video as a therapeutic tool. This paper focuses on media therapeutics and the various in situ uses of video technologies in the mass media for therapeutic purposes. Reality TV parenting programmes such as Supernanny, Little Angels, The House of Tiny Tearaways, Honey, We......’re Killing the Kids, and Driving Mum and Dad Mad all use video as a prominent element of not only the audiovisual spectacle of reality television but also the interactional therapy, counselling, coaching and/or instruction intrinsic to these programmes. Thus, talk-on-video is used to intervene...
Papers and working group summaries presented at the High Resolution, High Frame Rate Video (HHV) Workshop are compiled. HHV system is intended for future use on the Space Shuttle and Space Station Freedom. The Workshop was held for the dual purpose of: (1) allowing potential scientific users to assess the utility of the proposed system for monitoring microgravity science experiments; and (2) letting technical experts from industry recommend improvements to the proposed near-term HHV system. The following topics are covered: (1) State of the art in the video system performance; (2) Development plan for the HHV system; (3) Advanced technology for image gathering, coding, and processing; (4) Data compression applied to HHV; (5) Data transmission networks; and (6) Results of the users' requirements survey conducted by NASA.
Worring, M.; Snoek, C.G.M.; de Rooij, O.; Nguyen, G.P.; van Balen, R.; Koelma, D.C.
In this paper we present our Mediamill video search engine. The basis for the engine is a semantic indexing process which derives a lexicon of 101 concepts. To support the user in navigating the collection, the system defines a visual similarity space, a semantic similarity space, a semantic thread
Hart, Gordon M; Johnson, Bryan; Stamm, Brian; Angers, Nick; Robinson, Adam; Lally, Tara; Fagley, William H
The present study compared a sample of American adolescents with a Spanish sample on a measure of video game addiction, the Problem Video Game Playing (PVP) survey developed in Spain. In addition, the study examined excessive video game playing and reported distress in social life, occupational activities, and school among high school students, college students, and adults. Samples taken from a large Eastern university, two suburban high schools, and an Internet survey were surveyed with an instrument developed by the authors and the PVP. Results show support for the PVP and a similarity between the Spanish and American samples but not for relationships between the PVP and assessments of distress in areas of daily functioning.
Higham, Rupert; Booth, Tony
To what extent can heads use an inclusive values-led approach to school development in the face of pressures from Ofsted and their Local Authority to focus almost exclusively on attainment outcomes? We explore leadership of school improvement in a qualitative study of 10 head teachers in the English county of "Preshire," who worked with…
Steck, Andy K.; Perry, David R.
The U.S. secondary school environment often is hostile and exclusionary toward LGBTQ students. Queer theoretical perspectives have served as the conceptual foundation for a phenomenographic study exploring seven high school administrators' perceptions of their experiences with Gay-Straight Alliances. The study results support prior research that…
Goza, Sharon P.
Over 1,000 experiments have been completed, and others are being conducted and planed on the International Space Station (ISS). In order to make the information on these experiments accessible, the IGOAL develops mobile applications to easily access this content and video products to convey high level concepts. This presentation will feature the Space Station Research Explorer as well as several publicly available video examples.