WorldWideScience

Sample records for video series science

  1. 4-H Science Inquiry Video Series

    Science.gov (United States)

    Green, Jeremy W.; Black, Lynette; Willis, Patrick

    2013-01-01

    Studies support science inquiry as a positive method and approach for 4-H professionals and volunteers to use for teaching science-based practices to youth. The development of a science inquiry video series has yielded positive results as it relates to youth development education and science. The video series highlights how to conduct science-rich…

  2. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    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 ...

  3. Rheumatoid Arthritis Educational Video Series

    Science.gov (United States)

    ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... Your Arthritis Managing Chronic Pain and Depression in Arthritis Nutrition & Rheumatoid Arthritis Arthritis and Health-related Quality of Life ...

  4. Exploring Our World with Dr. Ryan: an adventure-science video series

    Science.gov (United States)

    vachon, R. W.; Kramer, N.

    2011-12-01

    Science is embedded in all that we do and experience. It brings perspective to the simplest and most complex systems: A rocket breaking free of the Earth's gravitational field to single stream recycling of waste. Everything! To many of us, these concepts are acknowledged as a part of our lives, but remain at arm's length because we don't understand the fundamental principles that make them all possible. However individuals, armed with information, make wise decisions about their lives and the world that we share. The adults of tomorrow are quickly growing up, which makes effective science outreach to youth all the more important, even urgent. In this presentation we shall describe the infrastructure behind the exciting Exploring Our World with Dr. Ryan series. These stirring, web-based videos (~4 min) are designed to educate audiences (with a target age of 8-12 years old) about various aspects of the world in which we live. Currently we are working on a Climate Change sub-series. The well-produced films are designed to be placed into the hands of educators but are appealing to youth outside of the classroom. The short vignettes are concise descriptions of fascinating and timely scientific topics, making them ideal multimodal teaching tools, introductions to topics of discussion and alternative perspectives to textbook-based curriculum. The series leverages enthusiastic hosting, otherwise inaccessible scientific expertise and authentic illustrations of experimentation. Additionally, each episode is strengthened by a carefully conceived work-flow that not only emphasizes the desired content but encourages critical thinking, models scientific methodology, humanizes scientists and celebrates collaborations that lead to clearer understandings of the Big Picture. Robust social networking is the capsicum to the series successful outreach. Example episode: http://vimeo.com/22397380

  5. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Corner / Patient Webcasts / Rheumatoid Arthritis Educational Video Series Rheumatoid Arthritis Educational Video Series This series of five videos ... Your Arthritis Managing Chronic Pain and Depression in Arthritis Nutrition & Rheumatoid Arthritis Arthritis and Health-related Quality of Life ...

  6. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic Arthritis 101 ... Patient to an Adult Rheumatologist Drug Information for Patients Arthritis Drug Information Sheets Benefits and Risks of ...

  7. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... Patients from Johns Hopkins Stategies to Increase your Level of Physical Activity Role of Body Weight in Osteoarthritis Educational Videos for Patients Rheumatoid Arthritis Educational Video Series Psoriatic Arthritis 101 2010 E.S.C.A.P.E. Study Patient Update Transitioning the JRA ...

  8. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... and what other conditions are associated with RA. Learning more about your condition will allow you to ... Arthritis Educational Video Series Psoriatic Arthritis 101 2010 E.S.C.A.P.E. Study Patient Update Transitioning ...

  9. Winter Video Series Coming in January | Poster

    Science.gov (United States)

    The Scientific Library’s annual Summer Video Series was so successful that it will be offering a new Winter Video Series beginning in January. For this inaugural event, the staff is showing the eight-part series from National Geographic titled “American Genius.” 

  10. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... will allow you to take a more active role in your care. The information in these videos ... Stategies to Increase your Level of Physical Activity Role of Body Weight in Osteoarthritis Educational Videos for ...

  11. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... to take a more active role in your care. The information in these videos should not take ... She is a critical member of our patient care team. Managing Your Arthritis Managing Your Arthritis Managing ...

  12. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... a more active role in your care. The information in these videos should not take the place of any advice you ... Management for Rheumatoid Arthritis Patients Rehabilitation of Older Adult ...

  13. Rheumatoid Arthritis Educational Video Series

    Medline Plus

    Full Text Available ... treatments are available, what is happening in the immune system and what other conditions are associated with RA. Learning more about your condition will allow you to take a more active role in your care. The information in these videos ...

  14. The Dark of the Covenant: Christian Imagery, Fundamentalism, and the Relationship between Science and Religion in the Halo Video Game Series

    Directory of Open Access Journals (Sweden)

    P.C.J.M. (Jarell Paulissen

    2018-04-01

    Full Text Available What do a bionic supersoldier, space stations and religious fanaticism have in common? They are all vital elements of the plot in Halo, a series of first-person shooter games developed by Bungie and published by Microsoft Games. One of the interesting things about Halo is that the developers made use of quite a number of religious images and themes, especially from the Christian tradition. In modern Western society, science and religion are often portrayed as polar opposites, and Halo appears to reaffirm this narrative. Yet it might still be interesting to look at how exactly this animosity is portrayed, and to see whether there is more to it. This paper is an inquiry into the significance of religious imagery and themes in Halo, as well as an attempt to place the game in the broader context of the geopolitical situation of its time. In short, this article is going to be a case study of how the relationship between science and religion can be explored through the medium of video games. For an overview of the current debate on how science and religion relate to one another in academia, I am going to look at the works of American physicist and scholar of religion Ian Barbour, American paleontologist and historian of science Stephen Gould, and British ethologist and evolutionary biologist Richard Dawkins. To justify the academic study of videogames I will be drawing from the writings of Dutch cultural theologian Frank Bosman. The analysis itself will consist of a summary of the game’s main story, its portrayal of religion on the one hand and its depiction of science on the other, and its representation of how these two fields relate to one another. In the conclusion, finally, I will connect the dots between the different parts of the analysis and provide an answer to the main question.

  15. Secrets of Science. Videos 1-13. [Videotape.

    Science.gov (United States)

    Walt Disney Publishing Group, Burbank, CA. Discover Magazine.

    Discoveries in science and technology are being made at such a rapid pace that it is often difficult for many teachers to stay abreast of new and relevant information. To assist teachers in keeping their students well informed of new discoveries in science, Discover Magazine developed a 13-part video series entitled "Secrets of Science." In each…

  16. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Videos Experiencing Celiac Disease What is Celiac Disease Diet Information At ... Us Celiac Disease Program | Videos Boston Children's Hospital will teach you and your family about a ...

  17. Innovative Video Diagnostic Equipment for Material Science

    Science.gov (United States)

    Capuano, G.; Titomanlio, D.; Soellner, W.; Seidel, A.

    2012-01-01

    Materials science experiments under microgravity increasingly rely on advanced optical systems to determine the physical properties of the samples under investigation. This includes video systems with high spatial and temporal resolution. The acquisition, handling, storage and transmission to ground of the resulting video data are very challenging. Since the available downlink data rate is limited, the capability to compress the video data significantly without compromising the data quality is essential. We report on the development of a Digital Video System (DVS) for EML (Electro Magnetic Levitator) which provides real-time video acquisition, high compression using advanced Wavelet algorithms, storage and transmission of a continuous flow of video with different characteristics in terms of image dimensions and frame rates. The DVS is able to operate with the latest generation of high-performance cameras acquiring high resolution video images up to 4Mpixels@60 fps or high frame rate video images up to about 1000 fps@512x512pixels.

  18. "Bacon Brains": Video Games for Teaching the Science of Addiction

    Science.gov (United States)

    Epstein, Joel; Noel, Jeffrey; Finnegan, Megan; Watkins, Kate

    2016-01-01

    Researchers have developed many different computerized interventions designed to teach students about the dangers of substance use. Following in this tradition, we produced a series of video games called "Bacon Brains." However, unlike many other programs, ours focused on the "Science of Addiction," providing lessons on how…

  19. Learning computer science by watching video games

    OpenAIRE

    Nagataki, Hiroyuki

    2014-01-01

    This paper proposes a teaching method that utilizes video games in computer science education. The primary characteristic of this approach is that it utilizes video games as observational materials. The underlying idea is that by observing the computational behavior of a wide variety of video games, learners will easily grasp the fundamental architecture, theory, and technology of computers. The results of a case study conducted indicate that the method enhances the motivation of students for...

  20. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Information At Home Shopping Cooking Gluten Free Baking School Eating Out Away From Home Emotional Adjustment Kids Speak Research and Innovation Contact Us Celiac Disease Program | Videos ...

  1. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Emotional Adjustment Kids Speak Research and Innovation Contact Us Celiac Disease Program | Videos Boston Children's Hospital will teach you and your family about a healthful celiac lifestyle. Education is key in making parents feel more at ...

  2. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Donate Pay Your Bill MyChildren's Patient Portal Celiac Disease Program Contact the Celiac Disease Program 1-617- ... Kids Speak Research and Innovation Contact Us Celiac Disease Program | Videos Boston Children's Hospital will teach you ...

  3. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Disease Diet Information At Home Shopping Cooking Gluten Free Baking School Eating Out Away From Home Emotional Adjustment Kids Speak Research and Innovation Contact Us Celiac Disease Program | Videos ...

  4. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Videos Experiencing Celiac Disease What is Celiac Disease Diet Information At Home Shopping Cooking Gluten Free Baking ... What is Celiac Disease? : Diagnosis and treatment III. Diet Information : How to start and maintain a gluten- ...

  5. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Group Patient Resources Gluten Free Cookbooks Gluten Free Recipes Videos Experiencing Celiac Disease What is Celiac Disease Diet Information At Home Shopping Cooking Gluten Free Baking School Eating Out Away From ...

  6. Bullet-Block Science Video Puzzle

    Science.gov (United States)

    Shakur, Asif

    2015-01-01

    A science video blog, which has gone viral, shows a wooden block shot by a vertically aimed rifle. The video shows that the block hit dead center goes exactly as high as the one shot off-center. (Fig. 1). The puzzle is that the block shot off-center carries rotational kinetic energy in addition to the gravitational potential energy. This leads a…

  7. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Out Away From Home Emotional Adjustment Kids Speak Research and Innovation Contact Us Celiac Disease Program | Videos Boston Children's Hospital will teach you and your family about a healthful celiac lifestyle. Education is key in making parents feel more at ...

  8. Celiac Family Health Education Video Series

    Science.gov (United States)

    ... Free Baking School Eating Out Away From Home Emotional Adjustment Kids Speak Research and Innovation Contact Us Celiac Disease Program | Videos Boston Children's Hospital will teach you and your family about a healthful celiac lifestyle. Education is key in making parents feel more at ...

  9. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Free Baking School Eating Out Away From Home Emotional Adjustment Kids Speak Research and Innovation Contact Us Celiac Disease Program | Videos Boston Children's Hospital will teach you and your family about a healthful celiac lifestyle. Education is key in making parents feel more at ...

  10. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Donate Donate Pay Your Bill MyChildren's Patient Portal Celiac Disease Program Contact the Celiac Disease Program 1-617- ... Adjustment Kids Speak Research and Innovation Contact Us Celiac Disease Program | Videos Boston Children's Hospital will teach you ...

  11. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... From Home Emotional Adjustment Kids Speak Research and Innovation Contact Us Celiac Disease Program | Videos Boston Children's Hospital will teach you and your family about a healthful celiac lifestyle. Education is key in making parents feel more at ...

  12. Celiac Family Health Education Video Series

    Medline Plus

    Full Text Available ... Boston Children's Hospital will teach you and your family about a healthful celiac lifestyle. Education is key in making parents feel more at ease and allow children with celiac disease to live happy and productive lives. Each of our video segments ... I. Introduction : Experiencing ...

  13. The Important Elements of a Science Video

    Science.gov (United States)

    Harned, D. A.; Moorman, M.; McMahon, G.

    2012-12-01

    New technologies have revolutionized use of video as a means of communication. Films have become easier to create and to distribute. Video is omnipresent in our culture and supplements or even replaces writing in many applications. How can scientists and educators best use video to communicate scientific results? Video podcasts are being used in addition to journal, print, and online publications to communicate the relevance of scientific findings of the U.S. Geological Survey's (USGS) National Water-Quality Assessment (NAWQA) program to general audiences such as resource managers, educational groups, public officials, and the general public. In an effort to improve the production of science videos a survey was developed to provide insight into effective science communication with video. Viewers of USGS podcast videos were surveyed using Likert response- scaling to identify the important elements of science videos. The surveys were of 120 scientists and educators attending the 2010 and 2011 Fall Meetings of the American Geophysical Union and the 2012 meeting of the National Monitoring Council. The median age of the respondents was 44 years, with an education level of a Bachelor's Degree or higher. Respondents reported that their primary sources for watching science videos were YouTube and science websites. Video length was the single most important element associated with reaching the greatest number of viewers. The surveys indicated a median length of 5 minutes as appropriate for a web video, with 5-7 minutes the 25th-75th percentiles. An illustration of the effect of length: a 5-minute and a 20-minute version of a USGS film on the effect of urbanization on water-quality was made available on the same website. The short film has been downloaded 3 times more frequently than the longer film version. The survey showed that the most important elements to include in a science film are style elements including strong visuals, an engaging story, and a simple message, and

  14. Teaching science through video games

    Science.gov (United States)

    Smaldone, Ronald A.; Thompson, Christina M.; Evans, Monica; Voit, Walter

    2017-02-01

    Imagine a class without lessons, tests and homework, but with missions, quests and teamwork. Video games offer an attractive educational platform because they are designed to be fun and engaging, as opposed to traditional approaches to teaching through lectures and assignments.

  15. Historicizing video game series through fan art discourses

    Directory of Open Access Journals (Sweden)

    Jan Švelch

    2016-09-01

    Full Text Available In this article, we argue that fannish histories should not be dismissed as mere nostalgia over past experiences of one's own media fandom. Instead they should be understood as complex narratives which combine various historical layers (personal, productional, fictional and influence the future reception of and anticipation for sequels. They also shed light on the personal histories of fans, which are often juxtaposed with extratextual and fictional histories of a video game series. The subjective nature of these historical discourses is not to be seen as a constraint but as a feature of everyday history which points to the prominence of historicizing in fan cultures of video game series. These topics are examined in the selected multimodal material from the site DeviantArt consisting of fan art pieces, authorial captions, and respective comments inspired by two single-player video game series: Tomb Raider and Mass Effect.

  16. Ocean Science Video Challenge Aims to Improve Science Communication

    Science.gov (United States)

    Showstack, Randy

    2013-10-01

    Given today's enormous management and protection challenges related to the world's oceans, a new competition calls on ocean scientists to effectively communicate their research in videos that last up to 3 minutes. The Ocean 180 Video Challenge, named for the number of seconds in 3 minutes, aims to improve ocean science communication while providing high school and middle school teachers and students with new and interesting educational materials about current science topics.

  17. Part Two: Learning Science Through Digital Video: Student Views on Watching and Creating Videos

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2014-12-01

    The use of digital video for science education has become common with the wide availability of video imagery. This study continues research into aspects of using digital video as a primary teaching tool to enhance student learning in undergraduate science courses. Two survey instruments were administered to undergraduate non-science majors. Survey One focused on: a) What science is being learned from watching science videos such as a "YouTube" clip of a volcanic eruption or an informational video on geologic time and b) What are student preferences with regard to their learning (e.g. using video versus traditional modes of delivery)? Survey Two addressed students' perspectives on the storytelling aspect of the video with respect to: a) sustaining interest, b) providing science information, c) style of video and d) quality of the video. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. The storytelling aspect of each video was also addressed by students. Students watched 15-20 shorter (3-15 minute science videos) created within the last four years. Initial results of this research support that shorter video segments were preferred and the storytelling quality of each video related to student learning.

  18. Tutorial Video Series: Using Stakeholder Outreach to Increase ...

    Science.gov (United States)

    The limited amount of toxicity data on thousands of chemicals found in consumer products has led to the development of research endeavors such as the U.S. EPA’s Toxicity Forecaster (ToxCast). ToxCast uses high-throughput screening technology to evaluate thousands of chemicals for potential toxicity. At the end of 2013, U.S. EPA released ToxCast chemical data on almost 2,000 chemicals through the interactive Chemical Safety for Sustainability (iCSS) Dashboard. The iCSS Dashboard provides public access to the high-throughput screening data that can be used to inform the evaluation of the safety of chemicals. U.S. EPA recognized early in the development of ToxCast that stakeholder outreach was needed in order to translate the complex scientific information featured in the iCSS Dashboard and data, with the goal of educating the diverse user community through targeted efforts to increase data usage and analysis. Through survey feedback and the request of stakeholders, a series of tutorial videos to demonstrate how to access and use the data has been planned, and the first video of the series has been released to guide data usage. This presentation will describe the video tutorial strategy including an overview of: 1) Stakeholder outreach goals and approach; 2) Planning, production, and dissemination of tutorial videos; 3) Overview of Survey Feedback; 4) Overview of tutorial video usage statistics and usage of the ToxCast data. This stakeholder-outreach approach

  19. Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series.

    Science.gov (United States)

    Cler, Gabriel J; Mittelman, Talia; Braden, Maia N; Woodnorth, Geralyn Harvey; Stepp, Cara E

    2017-06-22

    Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Results suggest that video game-based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. https://doi.org/10.23641/asha.5116828.

  20. Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series

    Science.gov (United States)

    Mittelman, Talia; Braden, Maia N.; Woodnorth, Geralyn Harvey; Stepp, Cara E.

    2017-01-01

    Purpose Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Method Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Results Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Conclusion Results suggest that video game–based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD. Supplemental Material https://doi.org/10.23641/asha.5116828 PMID:28655049

  1. Fostering science communication and outreach through video production in Dartmouth's IGERT Polar Environmental Change graduate program

    Science.gov (United States)

    Hammond Wagner, C. R.; McDavid, L. A.; Virginia, R. A.

    2013-12-01

    Dartmouth's NSF-supported IGERT Polar Environmental Change graduate program has focused on using video media to foster interdisciplinary thinking and to improve student skills in science communication and public outreach. Researchers, educators, and funding organizations alike recognize the value of video media for making research results more accessible and relevant to diverse audiences and across cultures. We present an affordable equipment set and the basic video training needed as well as available Dartmouth institutional support systems for students to produce outreach videos on climate change and its associated impacts on people. We highlight and discuss the successes and challenges of producing three types of video products created by graduate and undergraduate students affiliated with the Dartmouth IGERT. The video projects created include 1) graduate student profile videos, 2) a series of short student-created educational videos for Greenlandic high school students, and 3) an outreach video about women in science based on the experiences of women students conducting research during the IGERT field seminar at Summit Station and Kangerlussuaq, Greenland. The 'Science in Greenland--It's a Girl Thing' video was featured on The New York Times Dot Earth blog and the Huffington Post Green blog among others and received international recognition. While producing these videos, students 1) identified an audience and created story lines, 2) worked in front of and behind the camera, 3) utilized low-cost digital editing applications, and 4) shared the videos on multiple platforms from social media to live presentations. The three video projects were designed to reach different audiences, and presented unique challenges for content presentation and dissemination. Based on student and faculty assessment, we conclude that the video projects improved student science communication skills and increased public knowledge of polar science and the effects of climate change.

  2. Bacon Brains: Video Games for Teaching the Science of Addiction.

    Science.gov (United States)

    Epstein, Joel; Noel, Jeffrey; Finnegan, Megan; Watkins, Kate

    2016-01-01

    Researchers have developed many different computerized interventions designed to teach students about the dangers of substance use. Following in this tradition, we produced a series of video games called Bacon Brains . However, unlike many other programs, ours focused on the "Science of Addiction," providing lessons on how alcohol and other drugs affect the brain. The purpose of this study was to evaluate the effectiveness of our games in teaching students our science-based curriculum. We enrolled over 200 students and randomly assigned them to play our games or a different series of NIDA-produced games. Of the students in the Bacon Brains conditions, half were instructed to play collaboratively and the other half was told to play competitively. Results indicate significantly greater knowledge gains among students in Bacon Brains compared to the existing games (5.01 mean knowledge score difference; [F(1,242)=9.588, p=.002]). Girls demonstrated knowledge gains in both collaborative and competitive conditions, but boys demonstrated similar gains only in the competitive condition. Based on our outcomes, we conclude that video games can serve as an effective method of science instruction. We further discuss the importance of considering gender differences in light of differential response to collaborative vs. competitive learning environments.

  3. Using "Making Sense of Climate Science Denial" MOOC videos in a college course

    Science.gov (United States)

    Schuenemann, K. C.; Cook, J.

    2015-12-01

    The Massive Open Online Course (MOOC) "Denial101x: Making Sense of Climate Science Denial" teaches students to make sense of the science and respond to climate change denial. The course is made up of a series of short, myth-debunking lecture videos that can be strategically used in college courses. The videos and the visuals within have proven a great resource for an introductory college level climate change course. Methods for using the videos in both online and in-classroom courses will be presented, as well as student reactions and learning from the videos. The videos introduce and explain a climate science topic, then paraphrase a common climate change myth, explain why the myth is wrong by identifying the characteristic of climate denial used, and concludes by reinforcing the correct science. By focusing on common myths, the MOOC has made an archive of videos that can be used by anyone in need of a 5-minute response to debunk a myth. By also highlighting five characteristics of climate denial: fake experts, logical fallacies, impossible expectations, cherry picking, and conspiracy theories (FLICC), the videos also teach the viewer the skills they need to critically examine myths they may encounter in the real world on a variety of topics. The videos also include a series of expert scientist interviews that can be used to drive home points, as well as put some faces to the science. These videos are freely available outside of the MOOC and can be found under the relevant "Most used climate myths" section on the skepticalscience.com webpage, as well as directly on YouTube. Discover ideas for using videos in future courses, regardless of discipline.

  4. Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game.

    Science.gov (United States)

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano

    2010-08-01

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health problems increasing in prevalence. It demonstrates how video game designers and behavioral scientists can combine their unique talents to create a highly focused serious video game that entertains while promoting behavior change.

  5. Learning Science Through Digital Video: Views on Watching and Creating Videos

    Science.gov (United States)

    Wade, P.; Courtney, A. R.

    2013-12-01

    In science, the use of digital video to document phenomena, experiments and demonstrations has rapidly increased during the last decade. The use of digital video for science education also has become common with the wide availability of video over the internet. However, as with using any technology as a teaching tool, some questions should be asked: What science is being learned from watching a YouTube clip of a volcanic eruption or an informational video on hydroelectric power generation? What are student preferences (e.g. multimedia versus traditional mode of delivery) with regard to their learning? This study describes 1) the efficacy of watching digital video in the science classroom to enhance student learning, 2) student preferences of instruction with regard to multimedia versus traditional delivery modes, and 3) the use of creating digital video as a project-based educational strategy to enhance learning. Undergraduate non-science majors were the primary focus group in this study. Students were asked to view video segments and respond to a survey focused on what they learned from the segments. Additionally, they were asked about their preference for instruction (e.g. text only, lecture-PowerPoint style delivery, or multimedia-video). A majority of students indicated that well-made video, accompanied with scientific explanations or demonstration of the phenomena was most useful and preferred over text-only or lecture instruction for learning scientific information while video-only delivery with little or no explanation was deemed not very useful in learning science concepts. The use of student generated video projects as learning vehicles for the creators and other class members as viewers also will be discussed.

  6. Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game

    OpenAIRE

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano

    2010-01-01

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among you...

  7. Water Under Fire: A Seven Part Video Series on Canada's Water

    Science.gov (United States)

    Mrazek, R.; Byrne, J.; Rabe, N.; Gallant, G.

    2003-12-01

    Canada's water is under escalating pressure from a host of threats. Increasingly, our water is being tainted, misused and over allocated. Experts have identified a multitude of threats to water quantity and quality. Among them, climate change impacts on water supply, and the effects of pesticides, pathogens, industrial waste, urban runoff, and rising demands. These and other threats are the roots to a serious shortage of high quality, safe water sources. In the 1990s, waterborne diseases have re-emerged as one of the primary health issues on a national and global scale. This seven-part video series brings science voices together and provides a nationwide context. The first six programs in the series explore regional concerns: Rocky Mountains, Prairie Waters, Northern Waters, Great Lakes Basin, St. Lawrence and Atlantic Canada. The final program covers the national and international perspectives.

  8. Students Designing Video Games about Immunology: Insights for Science Learning

    Science.gov (United States)

    Khalili, Neda; Sheridan, Kimberly; Williams, Asia; Clark, Kevin; Stegman, Melanie

    2011-01-01

    Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a…

  9. A Scale to Assess Science Activity Videos (SASAV): The Study of Validity and Reliability

    Science.gov (United States)

    Kara, Yilmaz; Bakirci, Hasan

    2018-01-01

    The purpose of the study was to develop an assessment scale for science activity videos that can be used to determine qualified science activity videos that can fulfill the objectives of activity based science education, help teachers to evaluate any science activity videos and decide whether to include into science learning process. The subjects…

  10. Fiction series and video games: Transmedia and gamification in Contemporary Audiovisual discourses

    Directory of Open Access Journals (Sweden)

    Francisco Julián Martínez Cano

    2016-05-01

    Full Text Available The connection between fiction series and video games is evident, and this relationship drives to new strategies to generate narratives within transmedia context. In this article we try to revise the connection between the two media through current productions, with the intention of identifying the contributions of the video game in the serial narrative universes. Within the context of the transmedia narrative discourses, strategies usually have emerged from the TV series to the video game. Currently this tendency is turning around, giving birth titles that have been fed from the video game as the primary source to draw up their storyline. Identifying the contributions of the video game to the transmedia ecosystem of contemporary audiovisual entertainment products, offers the chance to generate more attractive and innovative designs for the audience.

  11. Serious video games for health: How behavioral science guided the development of a serious video game

    Science.gov (United States)

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specifi...

  12. Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game

    Science.gov (United States)

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano

    2010-01-01

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…

  13. The Video Toaster Meets Science + English + At-Risk Students.

    Science.gov (United States)

    Perryess, Charlie

    1992-01-01

    Describes an experimental Science-English class for at-risk students which was team taught and used technology--particularly a Video Toaster (a videotape editing machine)--as a motivator. Discusses procedures for turning videotape taken on field trips into three- to five-minute student productions on California's water crisis. (SR)

  14. Spatial Pyramid Covariance based Compact Video Code for Robust Face Retrieval in TV-series.

    Science.gov (United States)

    Li, Yan; Wang, Ruiping; Cui, Zhen; Shan, Shiguang; Chen, Xilin

    2016-10-10

    We address the problem of face video retrieval in TV-series which searches video clips based on the presence of specific character, given one face track of his/her. This is tremendously challenging because on one hand, faces in TV-series are captured in largely uncontrolled conditions with complex appearance variations, and on the other hand retrieval task typically needs efficient representation with low time and space complexity. To handle this problem, we propose a compact and discriminative representation for the huge body of video data, named Compact Video Code (CVC). Our method first models the face track by its sample (i.e., frame) covariance matrix to capture the video data variations in a statistical manner. To incorporate discriminative information and obtain more compact video signature suitable for retrieval, the high-dimensional covariance representation is further encoded as a much lower-dimensional binary vector, which finally yields the proposed CVC. Specifically, each bit of the code, i.e., each dimension of the binary vector, is produced via supervised learning in a max margin framework, which aims to make a balance between the discriminability and stability of the code. Besides, we further extend the descriptive granularity of covariance matrix from traditional pixel-level to more general patchlevel, and proceed to propose a novel hierarchical video representation named Spatial Pyramid Covariance (SPC) along with a fast calculation method. Face retrieval experiments on two challenging TV-series video databases, i.e., the Big Bang Theory and Prison Break, demonstrate the competitiveness of the proposed CVC over state-of-the-art retrieval methods. In addition, as a general video matching algorithm, CVC is also evaluated in traditional video face recognition task on a standard Internet database, i.e., YouTube Celebrities, showing its quite promising performance by using an extremely compact code with only 128 bits.

  15. Bulletin KSNU. Natural science series, no. 1

    International Nuclear Information System (INIS)

    Mansurov, Z.A.

    1997-01-01

    This is the first issue of natural sciences series of Bulletin of Kazak State National University published in English. The objective of the publication is to make scientific ideas and pratical experience of scientists of the University available for the world wide scientific community. This set of articles reflects the curriculum of the University and includes papers on Mathematics, Physics, Chemistry, Biology and Geography. More specifically the papers deal with various aspects of relativity theory, gravitation and quantum mechanics; heat-mass transfer phenomena; physics of plasma; solid state physics and material sciences; theoretical and nuclear physics and physics of cosmic rays; chemistry of polymers; medical materials; oil chemistry and processing; physiology and biochemistry, genetics and biotechnology; assessment of anthroprogenic impact on environment and landscapes; environment friendly industry and agriculture, wise use of natural resources

  16. Bulletin KSNU. Natural science series, no. 1

    Energy Technology Data Exchange (ETDEWEB)

    Mansurov, Z A [ed.

    1998-12-31

    This is the first issue of natural sciences series of Bulletin of Kazak State National University published in English. The objective of the publication is to make scientific ideas and pratical experience of scientists of the University available for the world wide scientific community. This set of articles reflects the curriculum of the University and includes papers on Mathematics, Physics, Chemistry, Biology and Geography. More specifically the papers deal with various aspects of relativity theory, gravitation and quantum mechanics; heat-mass transfer phenomena; physics of plasma; solid state physics and material sciences; theoretical and nuclear physics and physics of cosmic rays; chemistry of polymers; medical materials; oil chemistry and processing; physiology and biochemistry, genetics and biotechnology; assessment of anthroprogenic impact on environment and landscapes; environment friendly industry and agriculture, wise use of natural resources

  17. Environmental Science: 49 Science Fair Projects. Science Fair Projects Series.

    Science.gov (United States)

    Bonnet, Robert L.; Keen, G. Daniel

    This book contains 49 science fair projects designed for 6th to 9th grade students. Projects are organized by the topics of soil, ecology (projects in habitat and life cycles), pests and controls (projects in weeds and insects), recycling (projects in resources and conservation), waste products (projects in decomposition), microscopic organisms,…

  18. Video Creation: A Tool for Engaging Students to Learn Science

    Science.gov (United States)

    Courtney, A. R.

    2016-12-01

    Students today process information very differently than those of previous generations. They are used to getting their news from 140-character tweets, being entertained by You-Tube videos, and Googling everything. Thus, traditional passive methods of content delivery do not work well for many of these millennials. All students, regardless of career goals, need to become scientifically literate to be able to function in a world where scientific issues are of increasing importance. Those who have had experience applying scientific reasoning to real-world problems in the classroom will be better equipped to make informed decisions in the future. The problem to be solved is how to present scientific content in a manner that fosters student learning in today's world. This presentation will describe how the appeal of technology and social communication via creation of documentary-style videos has been used to engage students to learn scientific concepts in a university non-science major course focused on energy and the environment. These video projects place control of the learning experience into the hands of the learner and provide an opportunity to develop critical thinking skills. Students discover how to locate scientifically reliable information by limiting searches to respected sources and synthesize the information through collaborative content creation to generate a "story". Video projects have a number of advantages over research paper writing. They allow students to develop collaboration skills and be creative in how they deliver the scientific content. Research projects are more effective when the audience is larger than just a teacher. Although our videos are used as peer-teaching tools in the classroom, they also are shown to a larger audience in a public forum to increase the challenge. Video will be the professional communication tool of the future. This presentation will cover the components of the video production process and instructional lessons

  19. Educators Using Information Technology. GIS Video Series. [Videotape].

    Science.gov (United States)

    A M Productions Inc., Vancouver (British Columbia).

    This 57-minute videotape covers the "Florida Educators Using Information Technology" session of the "Eco-Informa '96" conference. Two speakers presented examples of environmental educators using information technology. The first speaker, Brenda Maxwell, is the Director and Developer of the Florida Science Institute based at…

  20. Using learning analytics to evaluate a video-based lecture series.

    Science.gov (United States)

    Lau, K H Vincent; Farooque, Pue; Leydon, Gary; Schwartz, Michael L; Sadler, R Mark; Moeller, Jeremy J

    2018-01-01

    The video-based lecture (VBL), an important component of the flipped classroom (FC) and massive open online course (MOOC) approaches to medical education, has primarily been evaluated through direct learner feedback. Evaluation may be enhanced through learner analytics (LA) - analysis of quantitative audience usage data generated by video-sharing platforms. We applied LA to an experimental series of ten VBLs on electroencephalography (EEG) interpretation, uploaded to YouTube in the model of a publicly accessible MOOC. Trends in view count; total percentage of video viewed and audience retention (AR) (percentage of viewers watching at a time point compared to the initial total) were examined. The pattern of average AR decline was characterized using regression analysis, revealing a uniform linear decline in viewership for each video, with no evidence of an optimal VBL length. Segments with transient increases in AR corresponded to those focused on core concepts, indicative of content requiring more detailed evaluation. We propose a model for applying LA at four levels: global, series, video, and feedback. LA may be a useful tool in evaluating a VBL series. Our proposed model combines analytics data and learner self-report for comprehensive evaluation.

  1. Introducing Statistical Research to Undergraduate Mathematical Statistics Students Using the Guitar Hero Video Game Series

    Science.gov (United States)

    Ramler, Ivan P.; Chapman, Jessica L.

    2011-01-01

    In this article we describe a semester-long project, based on the popular video game series Guitar Hero, designed to introduce upper-level undergraduate statistics students to statistical research. Some of the goals of this project are to help students develop statistical thinking that allows them to approach and answer open-ended research…

  2. Video games as a multifaceted medium: a review of quantitative social science research on video games and a typology of video game research approaches

    OpenAIRE

    Ivory, James D.

    2013-01-01

    Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games' social function that are often difficult...

  3. Video Games as a Multifaceted Medium: A Review of Quantitative Social Science Research on Video Games and a Typology of Video Game Research Approaches

    Directory of Open Access Journals (Sweden)

    James D. Ivory

    2013-01-01

    Full Text Available Although there is a vast and useful body of quantitative social science research dealing with the social role and impact of video games, it is difficult to compare studies dealing with various dimensions of video games because they are informed by different perspectives and assumptions, employ different methodologies, and address different problems. Studies focusing on different social dimensions of video games can produce varied findings about games’ social function that are often difficult to reconcile— or even contradictory. Research is also often categorized by topic area, rendering a comprehensive view of video games’ social role across topic areas difficult. This interpretive review presents a novel typology of four identified approaches that categorize much of the quantitative social science video game research conducted to date: “video games as stimulus,” “video games as avocation,” “video games as skill,” and “video games as social environment.” This typology is useful because it provides an organizational structure within which the large and growing number of studies on video games can be categorized, guiding comparisons between studies on different research topics and aiding a more comprehensive understanding of video games’ social role. Categorizing the different approaches to video game research provides a useful heuristic for those critiquing and expanding that research, as well as an understandable entry point for scholars new to video game research. Further, and perhaps more importantly, the typology indicates when topics should be explored using different approaches than usual to shed new light on the topic areas. Lastly, the typology exposes the conceptual disconnects between the different approaches to video game research, allowing researchers to consider new ways to bridge gaps between the different approaches’ strengths and limitations with novel methods.

  4. Performance Analysis of Video PHY Controller Using Unidirection and Bi-directional IO Standard via 7 Series FPGA

    DEFF Research Database (Denmark)

    Das, Bhagwan; Abdullah, M F L; Hussain, Dil muhammed Akbar

    2017-01-01

    graphics consumes more power, this creates a need of designing the low power design for Video PHY controller. In this paper, the performance of Video PHY controller is analyzed by comparing the power consumption of unidirectional and bi-directional IO Standard over 7 series FPGA. It is determined...... that total on-chip power is reduced for unidirectional IO Standard based Video PHY controller compared to bidirectional IO Standard based Video PHY controller. The most significant achievement of this work is that it is concluded that unidirectional IO Standard based Video PHY controller consume least...... standby power compared to bidirectional IO Standard based Video PHY controller. It is defined that for 6 GHz operated frequency Video PHY controller, the 32% total on-chip power is reduced using unidirectional IO Standard based Video PHY controller is less compared to bidirectional IO Standard based Video...

  5. Solar Science Digital Comic Series that promotes Science Literacy with Upper Elementary and Middle School Students

    Science.gov (United States)

    Kellagher, E.; Scherrer, D. K.; Buhr Sullivan, S. M.

    2013-12-01

    The SDO instruments (EVE, AIA and HMI) teams have created a digital comic book series for upper elementary and middle school students featuring solar science aficionados Camilla and Colours, 2 cool mascot characters. These comics may be printed or read on mobile devices and are available as a free download. Many teachers are looking for resources to use with their students via the IPad so our collaboration helps supply teachers with a great resource that teaches about solar concepts and helps dispel solar misconceptions. It doesn't come as a surprise to a lot of us, but a recent study confirms what's been theorized for years: Comics are a stronger learning tool than text books. Image-based storytelling is a powerful educational tool. Comics are probably more able to combine story and information simultaneously, more effectively and seamlessly, than almost any other medium. There's also a great potential to incorporate interactive elements into digital versions, so that more information can be presented on certain items on a page. For example, videos, animations and even historic footage and audio can be embedded into digital comics. Really, the possibilities are limited only by the creators' imaginations as to how to find new ways to create a rich experience that is interesting to explore for students. We are excited to unveil this new series of solar science comics that promotes science literacy with upper elementary and middle school students.

  6. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Home; Journals; Indian Academy of Sciences Conference Series. PRIYANKA SHUKLA. Articles written in Indian Academy of Sciences Conference Series. Volume 1 Issue 1 December 2017 pp 133-143 Proceedings of the Conference on Perspectives in Nonlinear Dynamics - 2016. Grad-type fourteen-moment theory for ...

  7. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Home; Journals; Indian Academy of Sciences Conference Series. SERGEY P KUZNETSOV. Articles written in Indian Academy of Sciences Conference Series. Volume 1 Issue 1 December 2017 pp 117-132 Proceedings of the Conference on Perspectives in Nonlinear Dynamics - 2016. Chaos in three coupled rotators: ...

  8. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Home; Journals; Indian Academy of Sciences Conference Series. NORBERT MARWAN. Articles written in Indian Academy of Sciences Conference Series. Volume 1 Issue 1 December 2017 pp 51-60 Proceedings of the Conference on Perspectives in Nonlinear Dynamics - 2016. Inferring interdependencies from short time ...

  9. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Home; Journals; Indian Academy of Sciences Conference Series. GIOVANNA ZIMATORE. Articles written in Indian Academy of Sciences Conference Series. Volume 1 Issue 1 December 2017 pp 35-41 Proceedings of the Conference on Perspectives in Nonlinear Dynamics - 2016. RQA correlations on real business cycles ...

  10. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Home; Journals; Indian Academy of Sciences Conference Series. SUDHARSANA V IYENGAR. Articles written in Indian Academy of Sciences Conference Series. Volume 1 Issue 1 December 2017 pp 93-99 Proceedings of the Conference on Perspectives in Nonlinear Dynamics - 2016. Missing cycles: Effect of climate ...

  11. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Home; Journals; Indian Academy of Sciences Conference Series. BEDARTHA GOSWAMI. Articles written in Indian Academy of Sciences Conference Series. Volume 1 Issue 1 December 2017 pp 51-60 Proceedings of the Conference on Perspectives in Nonlinear Dynamics - 2016. Inferring interdependencies from short ...

  12. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Home; Journals; Indian Academy of Sciences Conference Series. MURILO S BAPTISTA. Articles written in Indian Academy of Sciences Conference Series. Volume 1 Issue 1 December 2017 pp 17-23 Proceedings of the Conference on Perspectives in Nonlinear Dynamics - 2016. Interpreting physical flows in networks as a ...

  13. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Home; Journals; Indian Academy of Sciences Conference Series. F REVUELTA. Articles written in Indian Academy of Sciences Conference Series. Volume 1 Issue 1 December 2017 pp 145-155 Proceedings of the Conference on Perspectives in Nonlinear Dynamics - 2016. Rate calculation in two-dimensional barriers with ...

  14. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Home; Journals; Indian Academy of Sciences Conference Series. JOYDEEP SINGHA. Articles written in Indian Academy of Sciences Conference Series. Volume 1 Issue 1 December 2017 pp 195-203 Proceedings of the Conference on Perspectives in Nonlinear Dynamics - 2016. Spatial splay states in coupled map lattices ...

  15. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Home; Journals; Indian Academy of Sciences Conference Series. F FAMILY. Articles written in Indian Academy of Sciences Conference Series. Volume 1 Issue 1 December 2017 pp 221-224 Proceedings of the Conference on Perspectives in Nonlinear Dynamics - 2016. Transport in ratchets with single-file constraint.

  16. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Home; Journals; Indian Academy of Sciences Conference Series. JANAKI BALAKRISHNAN. Articles written in Indian Academy of Sciences Conference Series. Volume 1 Issue 1 December 2017 pp 93-99 Proceedings of the Conference on Perspectives in Nonlinear Dynamics - 2016. Missing cycles: Effect of climate change ...

  17. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Home; Journals; Indian Academy of Sciences Conference Series. PAUL SCHULTZ. Articles written in Indian Academy of Sciences Conference Series. Volume 1 Issue 1 December 2017 pp 51-60 Proceedings of the Conference on Perspectives in Nonlinear Dynamics - 2016. Inferring interdependencies from short time ...

  18. Third International Mathematics and Science Study 1999 Video Study Technical Report: Volume 2--Science. Technical Report. NCES 2011-049

    Science.gov (United States)

    Garnier, Helen E.; Lemmens, Meike; Druker, Stephen L.; Roth, Kathleen J.

    2011-01-01

    This second volume of the Third International Mathematics and Science Study (TIMSS) 1999 Video Study Technical Report focuses on every aspect of the planning, implementation, processing, analysis, and reporting of the science components of the TIMSS 1999 Video Study. The report is intended to serve as a record of the actions and documentation of…

  19. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Home; Journals; Indian Academy of Sciences Conference Series; Volume 1; Issue 1. Chimera-like states generated by large perturbation of synchronous state of coupled metronomes. SERGEY BREZETSKIY DAWID DUDKOWSKI PATRYCJA JAROS JERZY WOJEWODA KRZYSZTOF CZOLCZYNSKI YURI MAISTRENKO ...

  20. Utilizing an Innovative Preceptor Video Mini-Series to Prepare Students for Experiential Rotations: Does it Work?

    Directory of Open Access Journals (Sweden)

    Craig D Cox

    2017-07-01

    Full Text Available Objectives: To determine whether an innovative Mini-Series training model originally developed for preceptors could be beneficial to pharmacy students prior to and/or after beginning their introductory or advanced pharmacy practice experiences. Methods: This program consists of twelve incremental video episodes, each ranging from five to eight minutes in length. It tells the story of a young pharmacy preceptor as she guides a third and fourth year student through a challenging six-week clinical hospital rotation. Two to three reflection questions were written for each individual episode, focusing on student issues portrayed in the videos. Two-hour viewing sessions, consisting of all (12 video episodes and facilitated student reflection were held for 2nd – 4th year professional students on two campuses. At conclusion of each session, students completed a short evaluation to gauge the effectiveness and potential application of the Mini-Series program. Results: Fifty-six (56 students (22 fourth-year, 6 third-ear, and 28 second-year participated in the voluntary viewing sessions. All students either agreed or strongly agreed that the Mini-Series program was entertaining and educational. In addition, 82% of students strongly agreed this program would be beneficial for students prior to taking their first experiential rotation, while only 47% strongly agreed it would be beneficial after they had started rotations. On a 5-point Likert scale (1=strongly disagree, 5=strongly agree, participants reported a mean of 4.6 that this medium is more effective than traditional lecture orientations held by the Office of Experiential Programs. On three open-ended questions, students provided a diversity of suggestions for enhancing the Mini-Series to make it more effective for students. Implications: The “Mini-Series” model was well received by students as a training medium to deliver educational content. As a result, more programs are being developed

  1. Videos for Science Communication and Nature Interpretation: The TIB|AV-Portal as Resource.

    Science.gov (United States)

    Marín Arraiza, Paloma; Plank, Margret; Löwe, Peter

    2016-04-01

    Scientific audiovisual media such as videos of research, interactive displays or computer animations has become an important part of scientific communication and education. Dynamic phenomena can be described better by audiovisual media than by words and pictures. For this reason, scientific videos help us to understand and discuss environmental phenomena more efficiently. Moreover, the creation of scientific videos is easier than ever, thanks to mobile devices and open source editing software. Video-clips, webinars or even the interactive part of a PICO are formats of scientific audiovisual media used in the Geosciences. This type of media translates the location-referenced Science Communication such as environmental interpretation into computed-based Science Communication. A new way of Science Communication is video abstracting. A video abstract is a three- to five-minute video statement that provides background information about a research paper. It also gives authors the opportunity to present their research activities to a wider audience. Since this kind of media have become an important part of scientific communication there is a need for reliable infrastructures which are capable of managing the digital assets researchers generate. Using the reference of the usecase of video abstracts this paper gives an overview over the activities by the German National Library of Science and Technology (TIB) regarding publishing and linking audiovisual media in a scientifically sound way. The German National Library of Science and Technology (TIB) in cooperation with the Hasso Plattner Institute (HPI) developed a web-based portal (av.tib.eu) that optimises access to scientific videos in the fields of science and technology. Videos from the realms of science and technology can easily be uploaded onto the TIB|AV Portal. Within a short period of time the videos are assigned a digital object identifier (DOI). This enables them to be referenced, cited, and linked (e.g. to the

  2. Construct-a-Boat. Science by Design Series.

    Science.gov (United States)

    Baroway, William

    This book is one of four books in the Science-by-Design Series created by TERC and funded by the National Science Foundation (NSF). It challenges high school students to investigate the physics of boat performance and work with systems and modeling. Through research, design, testing, and evaluation of a model boat, students experience the…

  3. Time series analysis in the social sciences the fundamentals

    CERN Document Server

    Shin, Youseop

    2017-01-01

    Times Series Analysis in the Social Sciences is a practical and highly readable introduction written exclusively for students and researchers whose mathematical background is limited to basic algebra. The book focuses on fundamental elements of time series analysis that social scientists need to understand so they can employ time series analysis for their research and practice. Through step-by-step explanations and using monthly violent crime rates as case studies, this book explains univariate time series from the preliminary visual analysis through the modeling of seasonality, trends, and re

  4. Science communication on YouTube: Factors that affect channel and video popularity.

    Science.gov (United States)

    Welbourne, Dustin J; Grant, Will J

    2016-08-01

    YouTube has become one of the largest websites on the Internet. Among its many genres, both professional and amateur science communicators compete for audience attention. This article provides the first overview of science communication on YouTube and examines content factors that affect the popularity of science communication videos on the site. A content analysis of 390 videos from 39 YouTube channels was conducted. Although professionally generated content is superior in number, user-generated content was significantly more popular. Furthermore, videos that had consistent science communicators were more popular than those without a regular communicator. This study represents an important first step to understand content factors, which increases the channel and video popularity of science communication on YouTube. © The Author(s) 2015.

  5. Learning About Energy Resources Through Student Created Video Documentaries in the University Science Classroom

    Science.gov (United States)

    Wade, P.; Courtney, A.

    2010-12-01

    Students enrolled in an undergraduate non-science majors’ Energy Perspectives course created 10-15 minute video documentaries on topics related to Energy Resources and the Environment. Video project topics included wave, biodiesel, clean coal, hydro, solar and “off-the-grid” energy technologies. No student had any prior experience with creating video projects. Students had Liberal Arts academic backgrounds that included Anthropology, Theater Arts, International Studies, English and Early Childhood Education. Students were required to: 1) select a topic, 2) conduct research, 3) write a narrative, 4) construct a project storyboard, 5) shoot or acquire video and photos (from legal sources), 6) record the narrative, and 7) construct the video documentary. This study describes the instructional approach of using student created video documentaries as projects in an undergraduate non-science majors’ science course. Two knowledge survey instruments were used for assessment purposes. Each instrument was administered Pre-, Mid- and Post course. One survey focused on the skills necessary to research and produce video documentaries. Results showed students acquired enhanced technology skills especially with regard to research techniques, writing skills and video editing. The second survey assessed students’ content knowledge acquired from each documentary. Results indicated students’ increased their content knowledge of energy resource topics. Students reported very favorable evaluations concerning their experience with creating “Ken Burns” video project documentaries.

  6. Video Game Player Profiles: Bridging Industry, Game Studies and Social Science Perspectives

    Science.gov (United States)

    Frye, Jonathan M.

    2013-01-01

    For decades, game designers and game studies experts have largely sought to understand video game players through a lens of experience and observation. Meanwhile, social science research has focused on the empirical understanding of video game players using a variety of psychological constructs. This study focuses on the creation and evaluation of…

  7. The Impact of Video Case Content on Preservice Elementary Teachers' Decision-Making and Conceptions of Effective Science Teaching

    Science.gov (United States)

    Olson, Joanne K.; Bruxvoort, Crystal N.; Vande Haar, Andrea J.

    2016-01-01

    Little is known about how the content of a video case influences what preservice teachers learn about science teaching. This study was designed to determine the impact of two different video cases on preservice elementary teachers' conceptions of multiple aspects of effective science teaching, with one video selected to focus attention on the role…

  8. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Annual Meetings · Mid Year Meetings · Discussion Meetings · Public Lectures · Lecture Workshops · Refresher Courses · Symposia · Live Streaming. Home; Journals; Indian Academy of Sciences Conference Series; Volume 1; Issue 1. Organizing Commitee. Proceedings of the Conference on Perspectives in Nonlinear ...

  9. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Home; Journals; Indian Academy of Sciences Conference Series; Volume 1; Issue 1. Missing cycles: Effect of climate change on population dynamics. JANAKI BALAKRISHNAN SUDHARSANA V IYENGAR JÜRGEN KURTHS. Proceedings of the Conference on Perspectives in Nonlinear Dynamics - 2016 Volume 1 Issue 1 ...

  10. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Aim and Scope. The scope of the Indian Academy of Sciences Conference Series is to publish invited and peer reviewed original research, review, perspective, and commentary articles arising from presentations at select and topical Scientific Conferences. Upto four issues are published a year, each edited in consultation ...

  11. The Design and Use of Planetary Science Video Games to Teach Content while Enhancing Spatial Reasoning Skills

    Science.gov (United States)

    Ziffer, Julie; Nadirli, Orkhan; Rudnick, Benjamin; Pinkham, Sunny; Montgomery, Benjamin

    2016-10-01

    Traditional teaching of Planetary Science requires students to possess well developed spatial reasoning skills (SRS). Recent research has demonstrated that SRS, long known to be crucial to math and science success, can be improved among students who lack these skills (Sorby et al., 2009). Teaching spatial reasoning is particularly valuable to women and minorities who, through societal pressure, often doubt their abilities (Hill et al., 2010). To address SRS deficiencies, our team is developing video games that embed SRS training into Planetary Science content. Our first game, on Moon Phases, addresses the two primary challenges faced by students trying to understand the Sun-Earth-Moon system: 1) visualizing the system (specifically the difference between the Sun-Earth orbital plane and the Earth-Moon orbital plane) and 2) comprehending the relationship between time and the position-phase of the Moon. In our second video game, the student varies an asteroid's rotational speed, shape, and orientation to the light source while observing how these changes effect the resulting light curve. To correctly pair objects to their light curves, students use spatial reasoning skills to imagine how light scattering off a three dimensional rotating object is imaged on a sensor plane and is then reduced to a series of points on a light curve plot. These two games represent the first of our developing suite of high-interest video games designed to teach content while increasing the student's competence in spatial reasoning.

  12. Considerations for Producing Media for Science Museum Exhibits: A Volcano Video Case Study

    Science.gov (United States)

    Sable, MFA, J.

    2013-12-01

    While science museums continue to expand their use of videos in exhibits, they are also seeking to add engaging content to their websites in the hope of reaching broader audiences. As a cost-effective way to do both, a project is undertaken to develop a video for a museum website that can easily be adapted for use in an exhibit. To establish goals and constraints for the video, this project explores the needs of museums and their audiences. Past literature is compared with current exhibitions in several U.S. museums. Once identified, the needs of science museums are incorporated into the content, form, and style of the two-part video "Living in Pele's Paradise." Through the story of the spectacular 1959-60 eruption of Kilauea Volcano, Hawai'i, the video shows how research and monitoring contribute to helping communities prepare for volcanic hazards. A 20-minute version of the video is produced for the web, and a 4-minute version is developed for use in a hypothetical science museum exhibit. The two versions of the video provide a cross-platform experience with multiple levels of content depth.

  13. Challenges and opportunities: using a science-based video game in secondary school settings

    Science.gov (United States)

    Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole

    2012-12-01

    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.

  14. Phys FilmMakers: teaching science students how to make YouTube-style videos

    Science.gov (United States)

    Coates, Rebecca L.; Kuhai, Alvina; Turlej, Laurence Z. J.; Rivlin, Tom; McKemmish, Laura K.

    2018-01-01

    Phys FilmMakers (PFM) is a new type of course in which a science expert and science communicator partner teach physics students how to make YouTube-style videos on cutting-edge scientific research within the university department. Here, we describe this new course, outline its key components and provide recommendations for others considering implementing a similar FilmMakers-style course using feedback from course tutors and students. We discuss successful and less successful teaching techniques as well as use our experience to identify areas that science students in particular often have difficulties: finding an interesting ‘hook’ for the video, imagining creative B-roll and making a succinct video by removing extraneous (though usually correct and often interesting) material. The course has two major components: workshop sessions in which students learn the key elements of film-making and independent video production where PFM students partner with senior PhD or post-doc researchers to produce a video on their research. This partnership with the department means that the videos produced serve not only as interesting ‘edutainment’ to encourage teenagers and young adults into Science, Technology, Engineering and Maths subjects, but also provide valuable outreach for the academic department.

  15. Rad World -- computer-animated video radiation and hazardous waste-management science curriculum

    International Nuclear Information System (INIS)

    Powell, B.

    1996-01-01

    The Rad World computer-animated video and curriculum materials were developed through a grant from the Waste-management Education and Research Consortium. The package, which includes a computer-animated video, hands-on activities, and multidisciplinary lessons concerning radiation and hazardous-waste management, was created to approach these subjects in an informative, yet entertaining, manner. The lessons and video, designed to supplement studies of energy and physical science at the middle school and high school level, also implement quality and consistent science education as outlined by the New Mexico Science Standards and Benchmarks (1995). Consistent with the curriculum standards and benchmarks, the curriculum includes library research, collaborative learning, hands-on-science, and discovery learning. Pre- and post-tests are included

  16. Enhancing Secondary Science Content Accessibility with Video Games

    Science.gov (United States)

    Marino, Matthew T.; Becht, Kathleen M.; Vasquez, Eleazar, III; Gallup, Jennifer L.; Basham, James D.; Gallegos, Benjamin

    2014-01-01

    Mobile devices, including iPads, tablets, and so on, are common in high schools across the country. Unfortunately, many secondary teachers see these devices as distractions rather than tools for scaffolding instruction. This article highlights current research related to the use of video games as a means to increase the cognitive and social…

  17. Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading

    OpenAIRE

    Drummond, Aaron; Sauer, James D.

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and readi...

  18. Video-games do not negatively impact adolescent academic performance in science, mathematics or reading.

    Science.gov (United States)

    Drummond, Aaron; Sauer, James D

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement.

  19. Video-games do not negatively impact adolescent academic performance in science, mathematics or reading.

    Directory of Open Access Journals (Sweden)

    Aaron Drummond

    Full Text Available Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement.

  20. Video-Games Do Not Negatively Impact Adolescent Academic Performance in Science, Mathematics or Reading

    Science.gov (United States)

    Drummond, Aaron; Sauer, James D.

    2014-01-01

    Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive. We reanalyzed data from over 192,000 students in 22 countries involved in the 2009 Programme for International Student Assessment (PISA) to estimate the true effect size of frequency of videogame use on adolescent academic achievement in science, mathematics and reading. Contrary to claims that increased video-gaming can impair academic performance, differences in academic performance were negligible across the relative frequencies of videogame use. Videogame use had little impact on adolescent academic achievement. PMID:24699536

  1. Engaging Pre-Service Teachers to Teach Science Contextually with Scientific Approach Instructional Video

    Science.gov (United States)

    Susantini, E.; Kurniasari, I.; Fauziah, A. N. M.; Prastowo, T.; Kholiq, A.; Rosdiana, L.

    2018-01-01

    Contextual teaching and learning/CTL presents new concepts in real-life experiences and situations where students can find out the meaningful relationship between abstract ideas and practical applications. Implementing contextual teaching by using scientific approach will foster teachers to find the constructive ways of delivering and organizing science content. This research developed an instructional video that represented a modeling of using a scientific approach in CTL. The aim of this research are to engage pre-service teachers in learning how to teach CTL and to show how pre-service teachers’ responses about learning how to teach CTL using an instructional video. The subjects of this research were ten pre-service teachers in Department of Natural Sciences, Universitas Negeri Surabaya, Indonesia. All subjects observed the instructional video which demonstrated contextual teaching and learning combined with the scientific approach as they completed a worksheet to analyze the video content. The results showed that pre-service teachers could learn to teach contextually as well as applying the scientific approach in science classroom through a modeling in the instructional video. They also responded that the instructional video could help them to learn to teach each component contextual teaching as well as scientific approach.

  2. Celebrity over science? An analysis of Lyme disease video content on YouTube.

    Science.gov (United States)

    Yiannakoulias, N; Tooby, R; Sturrock, S L

    2017-10-01

    Lyme disease has been a subject of medical controversy for several decades. In this study we looked at the availability and type of content represented in a (n = 700) selection of YouTube videos on the subject of Lyme disease. We classified video content into a small number of content areas, and studied the relationship between these content areas and 1) video views and 2) video likeability. We found very little content uploaded by government or academic institutions; the vast majority of content was uploaded by independent users. The most viewed videos tend to contain celebrity content and personal stories; videos with prevention information tend to be of less interest, and videos with science and medical information tend to be less liked. Our results suggest that important public health information on YouTube is very likely to be ignored unless it is made more appealing to modern consumers of online video content. Copyright © 2017 Elsevier Ltd. All rights reserved.

  3. Students' and Teachers' Perceptions of Using Video Games to Enhance Science Instruction

    Science.gov (United States)

    Marino, Matthew T.; Israel, Maya; Beecher, Constance C.; Basham, James D.

    2013-10-01

    Science education video game research points toward promising, but inconclusive results in both student learning outcomes and attitudes. However, student-level variables other than gender have been largely absent from this research. This study examined how students' reading ability level and disability status are related to their video game-playing behaviors outside of school and their perceptions about the use of science video games during school. Thirty-four teachers and 876 sixth- through ninth-grade students from 14 states participated in the study. All student groups reported that they would prefer to learn science from a video game rather than from traditional text, laboratory-based, or Internet environments. Chi-square analyses indicated a significant association between reading ability level, disability status, and key areas of interest including students' use of video games outside of school, their perceptions of their scientific abilities, and whether they would pursue a career in the sciences. Implications of these findings and areas for future research are identified.

  4. Reconstructing the science teaching in initial series through continuing education

    Directory of Open Access Journals (Sweden)

    Suzana Margarete Kurzmann Fagundes

    2015-11-01

    Full Text Available This paper presents the report of an investigation whose aim was to know the focus on Science teaching in initial series of elementary school and to understand the contributions of teacher’s participation in study groups for transformation of teaching practice in Sciences classes. It’s believed that the role of teachers is to give to their students opportunities for construction/reconstruction of knowledge. Thus, there is essential that teachers keep themselves in constant training The study was conducted with teachers of initial series (to 1st from 4th from a school from the Rio Grande do Sul (RS state in the 2006 / 2007 period. A qualitative analysis methodology was employed in this study, and data was obtained in the natural environment, namely,the school. Through Discoursive Textual Analysis (MORAES and GALIAZZI, 2007 about the data that was collected, it was concluded that the study groups can contribute to transformation and to development of pedagogical teacher’s practice, particularly in regard to Sciences classes, as well on student learning, ie the construction of their knowledge. It has been observed a growth of the group in the course of the meetings, not only by the concern of the teachers in changing their classes, but also to taking the necessary decisions to make it possible.

  5. YouTube videos of 'research in action' foster diverse public interest in science

    Directory of Open Access Journals (Sweden)

    Michael A. Gil

    2017-08-01

    Full Text Available Globally, scientific enterprises seek to diversify interest and participation in STEM fields, to both provide equitable opportunities and to push research forward. However, diversity in STEM remains low in many institutions. Internet-based video has emerged as a dominant communication medium that scientists can use to communicate the motivations, process, and products of their work to a diverse, mass audience. Here I describe my use of internet-based video about my research and career as a marine biologist as a tool to inspire broad public interest in science. With my YouTube videos, I have reached a diverse and growing global viewership, amassing >10,000 hours of watch time at the time of this writing. Viewer surveys revealed that my videos have improved individual perceptions about science and science careers, particularly among women and minority groups. I conclude that the emergence of internet-based video as a dominant, ever-expanding communication medium provides an unprecedented but largely untapped opportunity for scientists to broadly communicate their research and to inspire diverse interest in STEM careers.

  6. Motivations to Seek Science Videos on YouTube: Free-Choice Learning in a Connected Society

    Science.gov (United States)

    Rosenthal, Sonny

    2018-01-01

    Do individuals use video sharing sites in their free time to learn about science, and if so, why? This study takes a preliminary look at individual differences that motivate online science video seeking. Among 273 Singapore Internet users who participated in an online survey, most reported using YouTube during the previous week, and one-third…

  7. How Commercial and "Violent" Video Games Can Promote Culturally Sensitive Science Learning: Some Questions and Challenges

    Science.gov (United States)

    Kwah, Helen

    2012-01-01

    In their paper, Munoz and El-Hani propose to bring video games into science classrooms to promote culturally sensitive ethics and citizenship education. Instead of bringing "educational" games, Munoz and El-Hani take a more creative route and include games such as Fallout 3[R] precisely because they are popular and they reproduce ideological and…

  8. Students' and Teachers' Perceptions of Using Video Games to Enhance Science Instruction

    Science.gov (United States)

    Marino, Matthew T.; Israel, Maya; Beecher, Constance C.; Basham, James D.

    2013-01-01

    Science education video game research points toward promising, but inconclusive results in both student learning outcomes and attitudes. However, student-level variables other than gender have been largely absent from this research. This study examined how students' reading ability level and disability status are related to their video…

  9. Video microblogging

    DEFF Research Database (Denmark)

    Bornoe, Nis; Barkhuus, Louise

    2010-01-01

    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....

  10. A plea for caution: violent video games, the Supreme Court, and the role of science.

    Science.gov (United States)

    Hall, Ryan C W; Day, Terri; Hall, Richard C W

    2011-04-01

    On November 2, 2010, the US Supreme Court heard arguments in the case of Schwarzenegger v Entertainment Merchants Association, with a ruling expected in 2011. This case addressed whether states have the right to restrict freedom of speech by limiting the sale of violent video games to minors. To date, 8 states have tried to pass legislation to this effect, with all attempts being found unconstitutional by lower courts. In large part, the Supreme Court's decision will be determined by its review and interpretation of the medical and social science literature addressing the effects of violent video games on children. Those on both sides of the violent video game debate claim that the scientific literature supports their opinions. Some involved in the debate have proclaimed that the debate is scientifically settled and that only people holding personal interests and biases oppose these "established truths." We review the historical similarities found in the 1950s comic book debate and studies identified from a PubMed search of the term violent video games showing both the harmful and beneficial effects of these video games. We define factors that physicians need to consider when reading and stating opinions about this literature. Opinions from past court rulings are discussed to provide insight into how judges may approach the application of these social science studies to the current legal issue. Although on the surface the case of Schwarzenegger v Entertainment Merchants Association pertains only to the restriction of violent video games, it may establish principles about how medical and public health testimony can affect fundamental constitutional rights and how much and on what basis the courts will defer to legislators' reliance on unsettled science.

  11. A Plea for Caution: Violent Video Games, the Supreme Court, and the Role of Science

    Science.gov (United States)

    Hall, Ryan C. W.; Day, Terri; Hall, Richard C. W.

    2011-01-01

    On November 2, 2010, the US Supreme Court heard arguments in the case of Schwarzenegger v Entertainment Merchants Association, with a ruling expected in 2011. This case addressed whether states have the right to restrict freedom of speech by limiting the sale of violent video games to minors. To date, 8 states have tried to pass legislation to this effect, with all attempts being found unconstitutional by lower courts. In large part, the Supreme Court's decision will be determined by its review and interpretation of the medical and social science literature addressing the effects of violent video games on children. Those on both sides of the violent video game debate claim that the scientific literature supports their opinions. Some involved in the debate have proclaimed that the debate is scientifically settled and that only people holding personal interests and biases oppose these “established truths.” We review the historical similarities found in the 1950s comic book debate and studies identified from a PubMed search of the term violent video games showing both the harmful and beneficial effects of these video games. We define factors that physicians need to consider when reading and stating opinions about this literature. Opinions from past court rulings are discussed to provide insight into how judges may approach the application of these social science studies to the current legal issue. Although on the surface the case of Schwarzenegger v Entertainment Merchants Association pertains only to the restriction of violent video games, it may establish principles about how medical and public health testimony can affect fundamental constitutional rights and how much and on what basis the courts will defer to legislators' reliance on unsettled science. PMID:21454733

  12. Mobile Phone Images and Video in Science Teaching and Learning

    Science.gov (United States)

    Ekanayake, Sakunthala Yatigammana; Wishart, Jocelyn

    2014-01-01

    This article reports a study into how mobile phones could be used to enhance teaching and learning in secondary school science. It describes four lessons devised by groups of Sri Lankan teachers all of which centred on the use of the mobile phone cameras rather than their communication functions. A qualitative methodological approach was used to…

  13. How commercial and ``violent'' video games can promote culturally sensitive science learning: some questions and challenges

    Science.gov (United States)

    Kwah, Helen

    2012-12-01

    In their paper, Muñoz and El-Hani propose to bring video games into science classrooms to promote culturally sensitive ethics and citizenship education. Instead of bringing "educational" games, Muñoz and El-Hani take a more creative route and include games such as Fallout 3® precisely because they are popular and they reproduce ideological and violent representations of gender, race, class, nationality, science and technology. However, there are many questions that arise in bringing these commercial video games into science classrooms, including the questions of how students' capacities for critical reflection can be facilitated, whether traditional science teachers can take on the role of using such games in their classrooms, and which video games would be most appropriate to use. In this response, I raise these questions and consider some of the challenges in order to further the possibility of implementing Muñoz and El-Hani's creative proposal for generating culturally sensitive science classrooms.

  14. Science on TeacherTube: A Mixed Methods Analysis of Teacher Produced Video

    Science.gov (United States)

    Chmiel, Margaret (Marjee)

    Increased bandwidth, inexpensive video cameras and easy-to-use video editing software have made social media sites featuring user generated video (UGV) an increasingly popular vehicle for online communication. As such, UGV have come to play a role in education, both formal and informal, but there has been little research on this topic in scholarly literature. In this mixed-methods study, a content and discourse analysis are used to describe the most successful UGV in the science channel of an education-focused site called TeacherTube. The analysis finds that state achievement tests, and their focus on vocabulary and recall-level knowledge, drive much of the content found on TeacherTube.

  15. Enhancing visuospatial performance through video game training to increase learning in visuospatial science domains.

    Science.gov (United States)

    Sanchez, Christopher A

    2012-02-01

    Although previous research has demonstrated that performance on visuospatial assessments can be enhanced through relevant experience, an unaddressed question is whether such experience also produces a similar increase in target domains (such as science learning) where visuospatial abilities are directly relevant for performance. In the present study, participants completed either spatial or nonspatial training via interaction with video games and were then asked to read and learn about the geologic topic of plate tectonics. Results replicate the benefit of playing appropriate video games in enhancing visuospatial performance and demonstrate that this facilitation also manifests itself in learning science topics that are visuospatial in nature. This novel result suggests that visuospatial training not only can impact performance on measures of spatial functioning, but also can affect performance in content areas in which these abilities are utilized.

  16. Video-based Analysis of Motivation and Interaction in Science Classrooms

    DEFF Research Database (Denmark)

    Andersen, Hanne Moeller; Nielsen, Birgitte Lund

    2013-01-01

    in groups. Subsequently, the framework was used for an analysis of students’ motivation in the whole class situation. A cross-case analysis was carried out illustrating characteristics of students’ motivation dependent on the context. This research showed that students’ motivation to learn science...... is stimulated by a range of different factors, with autonomy, relatedness and belonging apparently being the main sources of motivation. The teacher’s combined use of questions, uptake and high level evaluation was very important for students’ learning processes and motivation, especially students’ self......An analytical framework for examining students’ motivation was developed and used for analyses of video excerpts from science classrooms. The framework was developed in an iterative process involving theories on motivation and video excerpts from a ‘motivational event’ where students worked...

  17. Science homework with video directions for parents: The impact on parental involvement and academic achievement

    Science.gov (United States)

    Hooker, Kathy L.

    The benefits of effective parental involvement in education have been well documented and can be far reaching. When educators make an effort to involve families, parental involvement can be even more meaningful. Homework is a commonly practiced and accepted connection between school and home and affords parents many opportunities to interact with their children on educational endeavors. However, parental involvement may be limited because educators do not reach out to parents, parents feel their children do not need their help, or parents are unfamiliar with the content and therefore unable to help. The purpose of this study was too develop and implement a tool to enhance parental involvement and academic achievement of fourth grade science students. The tool used in this study was a weekly science video to be viewed by parents when it accompanied science homework assignments. To begin, the researcher created six science videos for parents to watch that supplemented weekly homework assignments. Consequently, the researcher set up treatment and comparison groups to test the effectiveness of the supplemental videos in terms of parental involvement and academic achievement. A mixed methods approach was used to collect data from parents and students throughout the study. A combination of quantitative and qualitative data was collected throughout this study from both parents and students. Additionally, data was collected from a variety of sources including baseline, midpoint, and endpoint surveys; scores on homework assignments; and focus group interview sessions with parents and students. Data analysis revealed an overall positive impact on parental involvement and academic achievement when the videos were utilized.

  18. Video Nasoendoscopic-Assisted Transoral Adenoidectomy with the PEAK PlasmaBlade: A Preliminary Report of a Case Series

    Directory of Open Access Journals (Sweden)

    Chao-Yin Kuo

    2017-01-01

    Full Text Available Objectives. The primary objective for this study is to evaluate the advantages, disadvantages, surgical applicability, and outcome of the pulsed electron avalanche knife (PEAK PlasmaBlade in transoral adenoidectomy under direct visualization using video nasoendoscopy. Patients and Methods. In this series, six cases of adenoid hypertrophy showing varying clinical presentations in relation to its clinical course were surgically treated using a PEAK PlasmaBlade. Before and after surgery, all patients underwent nasal endoscopy to define the grading of hypertrophic adenoids and postoperative outcome. Pure tone audiometry and tympanometry tests were carried out to investigate the change in middle and inner ear functions. Results. The mean follow-up period was 23.8 months. Postoperatively, symptoms of otitis media with effusion were all relieved with closure of the air-bone gap (6/6. Other relevant ear complaints like tinnitus were resolved (1/1 and aural fullness disappeared in 87.5% of ears (7/8. Nasal obstruction (2/2 and postnasal drip (2/2 were improved after surgery. Conclusions. Based on this preliminary report of a case series in a limited sample size, we suggest that using the transoral PEAK PlasmaBlade for adenoidectomy guided by video nasoendoscopy is a safe and feasible surgical technique, allowing remarkable outcomes by providing precise tissue removal, effective hemostasis, and painless postoperative recovery.

  19. The kids got game: Computer/video games, gender and learning outcomes in science classrooms

    Science.gov (United States)

    Anderson, Janice Lyn

    In recent years educators have begun to explore how to purposively design computer/video games to support student learning. This interest in video games has arisen in part because educational video games appear to have the potential to improve student motivation and interest in technology, and engage students in learning through the use of a familiar medium (Squire, 2005; Shaffer, 2006; Gee, 2005). The purpose of this dissertation research is to specifically address the issue of student learning through the use of educational computer/video games. Using the Quest Atlantis computer game, this study involved a mixed model research strategy that allowed for both broad understandings of classroom practices and specific analysis of outcomes through the themes that emerged from the case studies of the gendered groups using the game. Specifically, this study examined how fifth-grade students learning about science concepts, such as water quality and ecosystems, unfolds over time as they participate in the Quest Atlantis computer game. Data sources included classroom observations and video, pre- and post-written assessments, pre- and post- student content interviews, student field notebooks, field reports and the field notes of the researcher. To make sense of how students learning unfolded, video was analyzed using a framework of interaction analysis and small group interactions (Jordan & Henderson, 1995; Webb, 1995). These coded units were then examined with respect to student artifacts and assessments and patterns of learning trajectories analyzed. The analysis revealed that overall, student learning outcomes improved from pre- to post-assessments for all students. While there were no observable gendered differences with respect to the test scores and content interviews, there were gendered differences with respect to game play. Implications for game design, use of external scaffolds, games as tools for learning and gendered findings are discussed.

  20. The Effect of Problem-Solving Video Games on the Science Reasoning Skills of College Students

    Science.gov (United States)

    Fanetti, Tina M.

    As the world continues to rapidly change, students are faced with the need to develop flexible skills, such as science reasoning that will help them thrive in the new knowledge economy. Prensky (2001), Gee (2003), and Van Eck (2007) have all suggested that the way to engage learners and teach them the necessary skills is through digital games, but empirical studies focusing on popular games are scant. One way digital games, especially video games, could potentially be useful if there were a flexible and inexpensive method a student could use at their convenience to improve selected science reasoning skills. Problem-solving video games, which require the use of reasoning and problem solving to answer a variety of cognitive challenges could be a promising method to improve selected science reasoning skills. Using think-aloud protocols and interviews, a qualitative study was carried out with a small sample of college students to examine what impact two popular video games, Professor Layton and the Curious Village and Professor Layton and the Diabolical Box, had on specific science reasoning skills. The subject classified as an expert in both gaming and reasoning tended to use more higher order thinking and reasoning skills than the novice reasoners. Based on the assessments, the science reasoning of college students did not improve during the course of game play. Similar to earlier studies, students tended to use trial and error as their primary method of solving the various puzzles in the game and additionally did not recognize when to use the appropriate reasoning skill to solve a puzzle, such as proportional reasoning.

  1. The Impact of Video Length on Learning in a Middle-Level Flipped Science Setting: Implications for Diversity Inclusion

    Science.gov (United States)

    Slemmons, Krista; Anyanwu, Kele; Hames, Josh; Grabski, Dave; Mlsna, Jeffery; Simkins, Eric; Cook, Perry

    2018-05-01

    Popularity of videos for classroom instruction has increased over the years due to affordability and user-friendliness of today's digital video cameras. This prevalence has led to an increase in flipped, K-12 classrooms countrywide. However, quantitative data establishing the appropriate video length to foster authentic learning is limited, particularly in middle-level classrooms. We focus on this aspect of video technology in two flipped science classrooms at the middle school level to determine the optimal video length to enable learning, increase retention and support student motivation. Our results indicate that while assessments directly following short videos were slightly higher, these findings were not significantly different from scores following longer videos. While short-term retention of material did not seem to be influenced by video length, longer-term retention for males and students with learning disabilities was higher following short videos compared to long as assessed on summative assessments. Students self-report that they were more engaged, had enhanced focus, and had a perceived higher retention of content following shorter videos. This study has important implications for student learning, application of content, and the development of critical thinking skills. This is particularly paramount in an era where content knowledge is just a search engine away.

  2. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... YouTube Videos » NEI YouTube Videos: Amblyopia Listen 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: ...

  3. Studies on time series applications in environmental sciences

    CERN Document Server

    Bărbulescu, Alina

    2016-01-01

    Time series analysis and modelling represent a large study field, implying the approach from the perspective of the time and frequency, with applications in different domains. Modelling hydro-meteorological time series is difficult due to the characteristics of these series, as long range dependence, spatial dependence, the correlation with other series. Continuous spatial data plays an important role in planning, risk assessment and decision making in environmental management. In this context, in this book we present various statistical tests and modelling techniques used for time series analysis, as well as applications to hydro-meteorological series from Dobrogea, a region situated in the south-eastern part of Romania, less studied till now. Part of the results are accompanied by their R code. .

  4. Using Video Vignettes of Historical Episodes for Promoting Pre-Service Teachers' Ideas about the Nature of Science

    Science.gov (United States)

    Cakmakci, Gultekin

    2017-01-01

    This study used video vignettes of historical episodes from documentary films as a context and instructional tool to promote pre-service science teachers' (PSTs) conceptions of the nature of science (NOS). The participants received explicit-reflective NOS instruction, and were introduced to techniques to be able to use scenes from documentary…

  5. Integration of Research Into Science-outreach (IRIS): A Video and Web-based Approach

    Science.gov (United States)

    Clay, P. L.; O'Driscoll, B.

    2013-12-01

    The development of the IRIS (Integration of Research Into Science-outreach) initiative is aimed at using field- and laboratory- based videos and blog entries to enable a sustained outreach relationship between university researchers and local classrooms. IRIS seeks to communicate complex, cutting-edge scientific research in the Earth and Planetary sciences to school-aged children in a simple and interesting manner, in the hope of ameliorating the overall decline of children entering into science and engineering fields in future generations. The primary method of delivery IRIS utilizes is the media of film, ';webinars' and blog entries. Filmed sequences of laboratory work, field work, science demos and mini webinars on current and relevant material in the Earth and Planetary sciences are ';subscribed' to by local schools. Selected sequences are delivered in 20-30 minute film segments with accompanying written material. The level at which the subject matter is currently geared is towards secondary level school-aged children, with the purpose of inspiring and encouraging curiosity, learning and development in scientific research. The video broadcasts are supplemented by a hands-on visit 1-2 times per year by a group of scientists participating in the filmed sequences to the subscribing class, with the objective of engaging and establishing a natural rapport between the class and the scientists that they see in the broadcasts. This transgresses boundaries that traditional 'one off' outreach platforms often aren't able to achieve. The initial results of the IRIS outreach initiative including successes, problems encountered and classroom feedback will be reported.

  6. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    RQA correlations on real business cycles time series ... Proceedings of the Conference on Perspectives in Nonlinear Dynamics - 2016 Volume 1 Issue 1 ... di Bari “Aldo Moro” - Department of Economics and Finance, Via C. Rosalba 53, Bari, ...

  7. Effective Pedagogy in Social Sciences. Educational Practices Series-23

    Science.gov (United States)

    Sinnema, Claire; Aitken, Graeme

    2012-01-01

    This booklet is a synthesis of research on social sciences teaching that has been shown to have a positive effect on a range of desirable student outcomes: cognitive, skills, participatory and affective outcomes. Education in the social sciences plays an important role in developing students' sense of identity and influencing the ways in which…

  8. The Effect of Serious Video Game Play on Science Inquiry Scores

    Science.gov (United States)

    Hilosky, Alexandra Borzillo

    American students are not developing the science inquiry skills needed to solve complex 21st century problems, thus impacting the workforce. In 2009, American high school students ranked 21 out of 26 in the category of problem-solving according to the Program for International Student Assessment. Serious video games have powerful epistemic value and are beneficial with respect to enhancing inquiry, effective problem-solving. The purpose of this correlational, quantitative study was to test Gee's assumption regarding the cycle of thinking (routinization, automatization, and deroutinization) by determining whether players status was a significant predictor of science inquiry scores, controlling for age, gender, and major. The 156 non-random volunteers who participated in this study were enrolled in a 2-year college in the northeastern U.S. Multiple regression analyses revealed that major was the strongest overall (significant) predictor, b = -.84, t(149) = -3.70, p video game play. Recommendations include using serious games as instructional tools and to assess student learning (formative and summative), especially among non-traditional learners.

  9. Tribal Science 2017 Webinar Series: Harmful Algal Blooms (HABs): Research, Collaborations, and Other Activities

    Science.gov (United States)

    The Tribal Science Webinar Series provides a forum for discussion of the complex environmental issues facing many tribal and indigenous communities, and features a wide variety of expert guest speakers from government,.....

  10. Preschoolers' Recall of Science Content From Educational Videos Presented With and Without Songs

    Science.gov (United States)

    Schechter, Rachel L.

    This experimental investigation evaluated the impact of educational songs on a child's ability to recall scientific content from an educational television program. Preschoolers' comprehension of the educational content was examined by measuring children's ability to recall the featured science content (the function of a pulley and its parts) and their use of the precise scientific terms presented in the episode. A total of 91 preschoolers were included (3-5 years old). Clusters of children were randomly assigned to a control group or one of three video groups: (a) Dialogue Only, which did not include a song; (b) Dialogue Plus Lyrics, which included a song; or (c) Lyrics Only, which consisted of a song, played twice. Results from interviews suggested that children from all video groups (lyrics and/or dialogue) were able to explain the form and function of a pulley better than the control group. The data suggested that children from the Lyrics Only group understood the science content because of the visual imagery, not through the information provided in the lyrics. In terms of precise vocabulary terms, significantly more children in the Dialogue Only group recalled at least one precise term from the program compared to the Lyrics Only group. Looking at the interview as a whole, the children's responses suggested different levels of scientific understanding. Children would require additional teacher-led instruction to deepen their scientific understanding and to clarify any misconceptions. This paper discusses implications of these findings for teachers using multi-media tools in the science classroom and producers creating new educational programming for television and other platforms.

  11. Game on, science - how video game technology may help biologists tackle visualization challenges.

    Science.gov (United States)

    Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.

  12. Game on, science - how video game technology may help biologists tackle visualization challenges.

    Directory of Open Access Journals (Sweden)

    Zhihan Lv

    Full Text Available The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.

  13. Video game therapy for emotional regulation and impulsivity control in a series of treated cases with bulimia nervosa.

    Science.gov (United States)

    Fagundo, Ana B; Santamaría, Juan J; Forcano, Laura; Giner-Bartolomé, Cristina; Jiménez-Murcia, Susana; Sánchez, Isabel; Granero, Roser; Ben-Moussa, Maher; Magnenat-Thalmann, Nadia; Konstantas, Dimitri; Lam, Tony; Lucas, Mikkel; Nielsen, Jeppe; Bults, Richard G A; Tarrega, Salomé; Menchón, José M; de la Torre, Rafael; Cardi, Valentina; Treasure, Janet; Fernández-Aranda, Fernando

    2013-11-01

    Although standard psychological treatments have been successful in treating several core features in eating disorders (ED), other characteristics such as emotional regulation or impulsivity appear to be more resistant to change. There is a growing body of evidence to support the efficacy of cognitive remediation for cognitive and emotional difficulties in ED. Playmancer/ Islands is a video game (VG) designed to specifically treat mental disorders, characterized by problems in impulse control. The objective of the game is to increase self-control over emotions, decision making and behaviours. The aim of this study is to describe the results from a consecutive series of nine bulimia nervosa patients who were treated with the VG in addition to cognitive behaviour therapy (CBT). The outcomes included clinical and psychopathological questionnaires, and physiological measures were obtained during the VG. Emotional regulation improved, heart rate variability increased, and respiratory rate and impulsivity measures reduced after the treatment. These findings suggest that VG training may enhance treatment for ED. Copyright © 2013 John Wiley & Sons, Ltd and Eating Disorders Association.

  14. Opportunities in Biological Sciences; [VGM Career Horizons Series].

    Science.gov (United States)

    Winter, Charles A.

    This book provides job descriptions and discusses career opportunities in various fields of the biological sciences. These fields include: (1) biotechnology, genetics, biomedical engineering, microbiology, mycology, systematic biology, marine and aquatic biology, botany, plant physiology, plant pathology, ecology, and wildlife biology; (2) the…

  15. Indian Academy of Sciences Conference Series | Indian Academy of ...

    Indian Academy of Sciences (India)

    Author Affiliations. BOSILJKA TADIĆ1 MIROSLAV ANDJELKOVIĆ2 NEELIMA GUPTE3. Department of Theoretical Physics, Jožef Stefan Institute, Ljubljana, Slovenia; Institute for Nuclear Sciences, Vinča, Belgrade, Serbia; Indian Institute of Technology Madras, Chennai, India ...

  16. The Effect of the Video Game Quizlet on the Acquisiton of Science Vocabulary for Children With Learning Disabilities

    Science.gov (United States)

    Donovan, Kelsey Claire

    The purposes of this study were (a) to determine if using the video learning game Quizlet in a middle school resource classroom increases science vocabulary acquisition of students with learning disabilities, (b) to determine if using the video learning game Quizlet in a middle school resource classroom increases the student engagement/on-task behavior of students with learning disabilities, and (c) to evaluate student comfort and satisfaction in using the video learning game Quizlet in a middle school resource classroom. Six middle school students, three female and three male participated in the study. A single subject design with ABAB phases was utilized over eight weeks. Results show that all students increased their science vocabulary acquisition and increased their on-task behaviors. A follow-up student satisfaction survey determined that the intervention was acceptable to all students. Further research to assess the effects of Quizlet is recommended.

  17. Curious minds in the classroom : The influence of video feedback coaching for teachers in science and technology lessons

    NARCIS (Netherlands)

    Wetzels, Anna

    2015-01-01

    Science and technology (S & T) play an important role in society, because every citizen needs a certain basic understanding of S & T to participate in the public debate, for example, in discussions with regard to topics such as climate change and gene manipulation. This thesis describes how video

  18. Employing Inquiry-Based Computer Simulations and Embedded Scientist Videos To Teach Challenging Climate Change and Nature of Science Concepts

    Science.gov (United States)

    Cohen, E.

    2013-12-01

    Design based research was utilized to investigate how students use a greenhouse effect simulation in order to derive best learning practices. During this process, students recognized the authentic scientific process involving computer simulations. The simulation used is embedded within an inquiry-based technology-mediated science curriculum known as Web-based Inquiry Science Environment (WISE). For this research, students from a suburban, diverse, middle school setting use the simulations as part of a two week-long class unit on climate change. A pilot study was conducted during phase one of the research that informed phase two, which encompasses the dissertation. During the pilot study, as students worked through the simulation, evidence of shifts in student motivation, understanding of science content, and ideas about the nature of science became present using a combination of student interviews, focus groups, and students' conversations. Outcomes of the pilot study included improvements to the pedagogical approach. Allowing students to do 'Extreme Testing' (e.g., making the world as hot or cold as possible) and increasing the time for free exploration of the simulation are improvements made as a result of the findings of the pilot study. In the dissertation (phase two of the research design) these findings were implemented in a new curriculum scaled for 85 new students from the same school during the next school year. The modifications included new components implementing simulations as an assessment tool for all students and embedded modeling tools. All students were asked to build pre and post models, however due to technological constraints these were not an effective tool. A non-video group of 44 students was established and another group of 41 video students had a WISE curriculum which included twelve minutes of scientists' conversational videos referencing explicit aspects on the nature of science, specifically the use of models and simulations in science

  19. A unified nonlinear stochastic time series analysis for climate science.

    Science.gov (United States)

    Moon, Woosok; Wettlaufer, John S

    2017-03-13

    Earth's orbit and axial tilt imprint a strong seasonal cycle on climatological data. Climate variability is typically viewed in terms of fluctuations in the seasonal cycle induced by higher frequency processes. We can interpret this as a competition between the orbitally enforced monthly stability and the fluctuations/noise induced by weather. Here we introduce a new time-series method that determines these contributions from monthly-averaged data. We find that the spatio-temporal distribution of the monthly stability and the magnitude of the noise reveal key fingerprints of several important climate phenomena, including the evolution of the Arctic sea ice cover, the El Nio Southern Oscillation (ENSO), the Atlantic Nio and the Indian Dipole Mode. In analogy with the classical destabilising influence of the ice-albedo feedback on summertime sea ice, we find that during some time interval of the season a destabilising process operates in all of these climate phenomena. The interaction between the destabilisation and the accumulation of noise, which we term the memory effect, underlies phase locking to the seasonal cycle and the statistical nature of seasonal predictability.

  20. THE CONTRIBUTION OF THE PRODUCTION OF DIGITAL VIDEOS BY DISCIPLES OF A MUNICIPAL SCHOOL IN THE CONSTRUCTION OF CONTEXTUALIZED KNOWLEDGE IN SCIENCE TEACHING

    Directory of Open Access Journals (Sweden)

    Sebastiao Silva Vieira

    2017-10-01

    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.

  1. Impact of an active educational video game on children’s motivation, science knowledge, and physical activity

    Institute of Scientific and Technical Information of China (English)

    Haichun Sun; Yong Gao

    2016-01-01

    Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students’ motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students’ science knowledge learning, physical activity (PA) level, and interest-based motivation. Methods: In this randomized controlled study, 53 elementary school students were assigned to an experimental condition or a comparison condition. The experimental condition provided an AVG learning environment, whereas the comparison condition was based on sedentary educational video games. Results: The results of repeated measures analysis of variance (ANOVA) on the knowledge test showed that students in both groups performed better on the post-test than they did on the pre-test (p Conclusion: These results suggest that AVGs benefit children more in terms of PA and motivation than traditional video games by providing an enjoyable learning experience and sufficient PA.

  2. Interactive Online Modules and Videos for Learning Geological Concepts at the University of Toronto Department of Earth Sciences

    Science.gov (United States)

    Veglio, E.; Graves, L. W.; Bank, C. G.

    2014-12-01

    We designed various computer-based applications and videos as educational resources for undergraduate courses at the University of Toronto in the Earth Science Department. These resources were developed in effort to enhance students' self-learning of key concepts as identified by educators at the department. The interactive learning modules and videos were created using the programs MATLAB and Adobe Creative Suite 5 (Photoshop and Premiere) and range from optical mineralogy (extinction and Becke line), petrology (equilibrium melting in 2-phase systems), crystallography (crystal systems), geophysics (gravity anomaly), and geologic history (evolution of Canada). These resources will be made available for students on internal course websites as well as through the University of Toronto Earth Science's website (www.es.utoronto.ca) where appropriate; the video platform YouTube.com may be used to reach a wide audience and promote the material. Usage of the material will be monitored and feedback will be collected over the next academic year in order to gage the use of these interactive learning tools and to assess if these computer-based applications and videos foster student engagement and active learning, and thus offer an enriched learning experience.

  3. The effect of the video game Quizlet on the acquisition of science vocabulary for children with learning disabilities

    Science.gov (United States)

    Boyce, Deborah Ann

    The purpose of this study was to investigate the impact of the learning video game Quizlet on students with learning disabilities in the science classroom. Specifically this study investigated (a) student academic performance, (b) student on-task behavior, and (c) student satisfaction using the learning video game. Student academic performance was measured in terms of vocabulary acquisition, and student engagement was measured in relation to on-task behaviors. Seven middle school students, three female and four male participated in the study. A single subject design with ABABAB phases and maintenance data collection was utilized. Results show that all students increased their grades in science vocabulary and increased on-task behaviors. A follow-up student satisfaction survey determined that the intervention was acceptable to all students. Additional studies to assess the effects of Quizlet are recommended.

  4. Analyzing Crime and Crime Control: A Resource Guide. Economics-Political Science Series.

    Science.gov (United States)

    Butterfield, Ruth I.; And Others

    This document, the fourth in a series of resource guides emphasizing economic-political analysis of contemporary public policies and issues, focuses on crime control. Designed as a three-week unit for secondary school students, the guide is presented in three sections. The introduction presents an economic and a political science framework for…

  5. Numbers and Measuring, Learning With TOR: MINNEMAST Coordinated Mathematics - Science Series, Unit 16.

    Science.gov (United States)

    Vogt, Elaine E., Ed.

    This volume is the sixteenth in a series of 29 coordinated MINNEMAST units in mathematics and science for kindergarten and the primary grades. Intended for use by second-grade teachers, this unit guide provides a summary and overview of the unit, a list of materials needed, and descriptions of five groups of lessons. The purposes and procedures…

  6. Integrating the Liberal Arts and Chemistry: A Series of General Chemistry Assignments to Develop Science Literacy

    Science.gov (United States)

    Miller, Diane M.; Chengelis Czegan, Demetra A.

    2016-01-01

    This paper describes assignments that have been implemented in a General Chemistry I course to promote science literacy. This course was chosen in particular because it reaches a broad audience, which includes nonscience majors. The assignment series begins with several discussions and tasks to develop information literacy, in which students find…

  7. A Multilevel Analysis of Diverse Learners Playing Life Science Video Games: Interactions between Game Content, Learning Disability Status, Reading Proficiency, and Gender

    Science.gov (United States)

    Israel, Maya; Wang, Shuai; Marino, Matthew T.

    2016-01-01

    Extant research reports differential effects related to the efficacy of video games as a means to enhance science instruction. However, there are very few studies examining differences in learning outcomes across student-level independent variables. This study used multilevel modeling to examine the effects of three video game-enhanced life…

  8. Capturing and displaying microscopic images used in medical diagnostics and forensic science using 4K video resolution – an application in higher education

    NARCIS (Netherlands)

    Jan Kuijten; Ajda Ortac; Hans Maier; Gert de Heer

    2015-01-01

    To analyze, interpret and evaluate microscopic images, used in medical diagnostics and forensic science, video images for educational purposes were made with a very high resolution of 4096 × 2160 pixels (4K), which is four times as many pixels as High-Definition Video (1920 × 1080 pixels).

  9. PhD students at Science & Technology exploring student learning in a collaborative video-circle

    DEFF Research Database (Denmark)

    Nielsen, Birgitte Lund; Hougaard, Rikke F.

    examined using video, audio and questionnaires. The TAs reported a high level of outcomes and referred to the importance of the video as evidence supporting the discussions. The importance of the collaboration between peers and staff (educational developers) was emphasized: highlighting the benefit...

  10. Changing the science education paradigm: from teaching facts to engaging the intellect: Science Education Colloquia Series, Spring 2011.

    Science.gov (United States)

    Fischer, Caleb Nathaniel

    2011-09-01

    Dr. Jo Handelsman, Howard Hughes Medical Institute Professor in the Department of Molecular, Cellular and Developmental Biology at Yale University, is a long-time devotee of scientific teaching, receiving this year's Presidential Award for Science Mentoring. She gave a seminar entitled "What is Scientific Teaching? The Changing Landscape of Science Education" as a part of the Scientific Education Colloquia Series in spring 2011. After dissecting what is wrong with the status quo of American scientific education, several ideological and practical changes are proposed, including active learning, regular assessment, diversity, and mentorship. Copyright © 2011.

  11. Presenting Science in a Video-Delivered, Web-based Format: Comparing Learning Settings To Get the Most Out of Teaching.

    Science.gov (United States)

    Urven, Lance E.; Yin, L. Roger; Eshelman, Bruce D.; Bak, John D.

    2000-01-01

    Describes a high school course entitled "Science Technology in Society". High school students use live video presentations and world wide web courseware. Concludes that distance learning students performed as well as traditionally instructed students. (SAH)

  12. Video Games and Learning: Teaching and Participatory Culture in the Digital Age. Technology, Education--Connections (the TEC Series)

    Science.gov (United States)

    Squire, Kurt

    2011-01-01

    Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…

  13. Teaching Youth Media: A Critical Guide to Literacy, Video Production, & Social Change. The Series on School Reform.

    Science.gov (United States)

    Goodman, Steven

    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.…

  14. NEI You Tube Videos: Amblyopia

    Medline Plus

    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 ...

  15. Physics Girl: Where Education meets Cat Videos

    Science.gov (United States)

    Cowern, Dianna

    YouTube is usually considered an entertainment medium to watch cats, gaming, and music videos. But educational channels have been gaining momentum on the platform, some garnering millions of subscribers and billions of views. The Physics Girl YouTube channel is an educational series with PBS Digital Studios created by Dianna Cowern. Using Physics Girl as an example, this talk will examine what it takes to start a short-form educational video series, including logistics and resources. One benefit of video is that every failure is documented on camera and can, and will, be used in this talk as a learning tool. We will look at the channels demographical reach, discuss best practices for effective physics outreach, and survey how online media and technology can facilitate good and bad learning. The aim of this talk is to show how videos are a unique way to share science and enrich the learning experience, in and out of a classroom.

  16. Physics and Video Analysis

    Science.gov (United States)

    Allain, Rhett

    2016-05-01

    We currently live in a world filled with videos. There are videos on YouTube, feature movies and even videos recorded with our own cameras and smartphones. These videos present an excellent opportunity to not only explore physical concepts, but also inspire others to investigate physics ideas. With video analysis, we can explore the fantasy world in science-fiction films. We can also look at online videos to determine if they are genuine or fake. Video analysis can be used in the introductory physics lab and it can even be used to explore the make-believe physics embedded in video games. This book covers the basic ideas behind video analysis along with the fundamental physics principles used in video analysis. The book also includes several examples of the unique situations in which video analysis can be used.

  17. How the “Understanding Research Evidence” Web-Based Video Series From the National Collaborating Centre for Methods and Tools Contributes to Public Health Capacity to Practice Evidence-Informed Decision Making: Mixed-Methods Evaluation

    Science.gov (United States)

    Chan, Linda; Mackintosh, Jeannie

    2017-01-01

    Background The National Collaborating Centre for Methods and Tools (NCCMT) offers workshops and webinars to build public health capacity for evidence-informed decision-making. Despite positive feedback for NCCMT workshops and resources, NCCMT users found key terms used in research papers difficult to understand. The Understanding Research Evidence (URE) videos use plain language, cartoon visuals, and public health examples to explain complex research concepts. The videos are posted on the NCCMT website and YouTube channel. Objective The first four videos in the URE web-based video series, which explained odds ratios (ORs), confidence intervals (CIs), clinical significance, and forest plots, were evaluated. The evaluation examined how the videos affected public health professionals’ practice. A mixed-methods approach was used to examine the delivery mode and the content of the videos. Specifically, the evaluation explored (1) whether the videos were effective at increasing knowledge on the four video topics, (2) whether public health professionals were satisfied with the videos, and (3) how public health professionals applied the knowledge gained from the videos in their work. Methods A three-part evaluation was conducted to determine the effectiveness of the first four URE videos. The evaluation included a Web-based survey, telephone interviews, and pretest and posttests, which evaluated public health professionals’ experience with the videos and how the videos affected their public health work. Participants were invited to participate in this evaluation through various open access, public health email lists, through informational flyers and posters at the Canadian Public Health Association (CPHA) conference, and through targeted recruitment to NCCMT’s network. Results In the Web-based surveys (n=46), participants achieved higher scores on the knowledge assessment questions from watching the OR (P=.04), CI (P=.04), and clinical significance (P=.05) videos but

  18. Macular hole formation, progression, and surgical repair: case series of serial optical coherence tomography and time lapse morphing video study

    Science.gov (United States)

    2010-01-01

    Background To use a new medium to dynamically visualize serial optical coherence tomography (OCT) scans in order to illustrate and elucidate the pathogenesis of idiopathic macular hole formation, progression, and surgical closure. Case Presentations Two patients at the onset of symptoms with early stage macular holes and one patient following repair were followed with serial OCTs. Images centered at the fovea and at the same orientation were digitally exported and morphed into an Audiovisual Interleaving (avi) movie format. Morphing videos from serial OCTs allowed the OCTs to be viewed dynamically. The videos supported anterior-posterior vitreofoveal traction as the initial event in macular hole formation. Progression of the macular hole occurred with increased cystic thickening of the fovea without evidence of further vitreofoveal traction. During cyst formation, the macular hole enlarged as the edges of the hole became elevated from the retinal pigment epithelium (RPE) with an increase in subretinal fluid. Surgical repair of a macular hole revealed initial closure of the macular hole with subsequent reabsorption of the sub-retinal fluid and restoration of the foveal contour. Conclusions Morphing videos from serial OCTs are a useful tool and helped illustrate and support anterior-posterior vitreofoveal traction with subsequent retinal hydration as the pathogenesis of idiopathic macular holes. PMID:20849638

  19. A DDC Bibliography on Computers in Information Sciences. Volume I. Information Sciences Series.

    Science.gov (United States)

    Defense Documentation Center, Alexandria, VA.

    The unclassified and unlimited bibliography compiles references dealing specifically with the role of computers in information sciences. The volume contains 249 annotated references grouped under two major headings: Time Shared, On-Line, and Real Time Systems, and Computer Components. The references are arranged in accesion number (AD-number)…

  20. A DDC Bibliography on Computers in Information Sciences. Volume II. Information Sciences Series.

    Science.gov (United States)

    Defense Documentation Center, Alexandria, VA.

    The unclassified and unlimited bibliography compiles references dealing specifically with the role of computers in information sciences. The volume contains 239 annotated references grouped under three major headings: Artificial and Programming Languages, Computer Processing of Analog Data, and Computer Processing of Digital Data. The references…

  1. International trends in health science librarianship: Part 6 Central Europe series.

    Science.gov (United States)

    Viragos, Marta

    2013-06-01

    This is the 6th in a series of articles exploring international trends in health science librarianship with a focus on Central Europe in the first decade of the 21st century. The invited authors are from Hungry, Poland and Czech Republic. Future issues will track trends the Middle East and then the Far East. JM. © 2013 The authors. Health Information and Libraries Journal © 2013 Health Libraries Group.

  2. Métodos de modelamiento y predicción de tráfico orientados a plataformas de transmisión de video e IPTV usando series de tiempo1

    Directory of Open Access Journals (Sweden)

    ayron Villanueva Ocampo

    2012-12-01

    Full Text Available This paper, intends to review the most important techniques that allow per- forming statistic video traffic modeling and forecasting, focusing in time series models, so we can identify which models are better to describe the representative IPTV stochastic traffic. For this purpose, we make a short introduction to time series analysis, and a review of the state of the art on video traffic modeling over data networks. From this research we conclude that, of all the available models to describe and forecast network traffic, the more appropriate to use within IPTV systems are ARIMA time series models, from which SARIMA model are the best option.

  3. Lights, camera…citizen science: assessing the effectiveness of smartphone-based video training in invasive plant identification.

    Directory of Open Access Journals (Sweden)

    Jared Starr

    Full Text Available The rapid growth and increasing popularity of smartphone technology is putting sophisticated data-collection tools in the hands of more and more citizens. This has exciting implications for the expanding field of citizen science. With smartphone-based applications (apps, it is now increasingly practical to remotely acquire high quality citizen-submitted data at a fraction of the cost of a traditional study. Yet, one impediment to citizen science projects is the question of how to train participants. The traditional "in-person" training model, while effective, can be cost prohibitive as the spatial scale of a project increases. To explore possible solutions, we analyze three training models: 1 in-person, 2 app-based video, and 3 app-based text/images in the context of invasive plant identification in Massachusetts. Encouragingly, we find that participants who received video training were as successful at invasive plant identification as those trained in-person, while those receiving just text/images were less successful. This finding has implications for a variety of citizen science projects that need alternative methods to effectively train participants when in-person training is impractical.

  4. The efficacy of print and video in correcting cognitive misconceptions in science

    Science.gov (United States)

    Finney, Mary Jo

    One hundred fifty-three fifth grade students found to have misconceptions about seasonal change were randomly assigned to either a video-print or print-video group. In Study One, each group read or viewed content about seasonal change and a free recall, multiple choice and application task were administered during the following week. Two weeks later, Study Two replicated the procedures with the groups receiving content in the alternate media. Hypotheses predicting video would be more effective than print in correcting misconceptions were rejected since there was either no significance on the measures or performance was higher after reading. Exposure to both media favored the video-print order. Low and high ability readers performed better after print treatment with no significant difference between media among average ability readers. More concepts than content vocabulary were present in written responses by both video and print groups. Post-hoc analysis revealed no gender differences, no significant difference in length of free recall between Study One and Study Two and significant differences between reading abilities on all measures.

  5. Measuring small time periods in earth sciences by uranium series disequilibrium

    International Nuclear Information System (INIS)

    Choudhary, A.K.

    2008-01-01

    During the last three decades mass spectrometry in India has seen its application in almost every field of science. In particular, TIMS has revolutionized geological sciences by taking it from a mainly descriptive to modern quantitative Earth Sciences. It has largely contributed in measurement of precise time scales of geological processes. During the last decade, focus has primarily been on measurement of time scales of these fundamental processes. Some of the radiometric methods initially developed for measuring shorter time-scales have their own problems. The intermediate nuclides in the uranium and thorium decay series having much shorter half lives compared to their parents, provide a useful tool to measure intermediate time scales. These isotopes had earlier been ignored due to analytical difficulties associated with their measurement. The development of new generation mass spectrometers with very high abundance sensitivity has now made it possible to measure these isotopic ratios. Consequently U-series isotopic measurements have put unique and at times the only quantitative constraints on the processes taking place in the interior of the Earth. Since such mass spectrometers have recently been installed in some of the laboratories in India, scientific investigation may now be taken up in some of the unexplored areas of Earth Sciences in our country

  6. How did Popular Science Become a Legend? On the linguistic communication of “Science Culture” book series in 1990s Taiwan from the approach of text analysis

    Directory of Open Access Journals (Sweden)

    Ruey-Lin Chen

    2018-01-01

    Full Text Available Commonwealth Publishing Co. in Taiwan has published a series of popular science books, named Science Culture, since 1991. This series has achieved great success in publication and in marketing and up to the present has published over 164 volumes and sold out a great number of hard copies. It is well regarded as a publication legend. How did it succeed? What strategies has it adopted to become such a legend? This paper shows that the series’ success depends on two strategies: exciting subjects and strengthening the first impression. This research applies three related tactics or techniques publishing scientific biographies, literary rhetoric, and using romanticizing titles to realize two strategies of the series. This paper reveals these strategies and techniques by investigating the writing style of books in the series, comparing the titles of the series with other titles of popular science books before 1990, and conducting interviews with the editors of that series.

  7. Science Teacher Efficacy and Extrinsic Factors toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning

    Science.gov (United States)

    Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu

    2013-01-01

    Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based…

  8. Conversation therapy with people with aphasia and conversation partners using video feedback: a group and case series investigation of changes in interaction.

    Directory of Open Access Journals (Sweden)

    Wendy Best

    2016-11-01

    Full Text Available Conversation therapies employing video for feedback and to facilitate outcome measurement are increasingly used with people with post-stroke aphasia and their conversation partners; however the evidence base for change in everyday interaction remains limited. We investigated the effect of Better Conversations with Aphasia, an intervention that is freely available online (https:// extend.ucl.ac.uk/. Eight people with chronic agrammatic aphasia, and their regular conversation partners participated in the tailored 8 week program involving significant video feedback. We explored changes in (i conversation facilitators (such as multi-modal turns by people with aphasia and (ii conversation barriers (such as use of test questions by conversation partners. The outcome of intervention was evaluated directly by measuring change in video-recorded everyday conversations. The study employed a pre-post design with multiple 5 minute samples of conversation before and after intervention, scored by trained raters blind to the point of data collection. Group level analysis showed no significant increase in conversation facilitators. There was, however, a significant reduction in the number of conversation barriers. The case series data revealed variability in conversation behaviors across occasions for the same dyad and between different dyads. Specifically, post-intervention there was a significant increase in facilitator behaviors for two dyads, a decrease for one and no significant change for five dyads. There was a significant decrease in barrier behaviors for five dyads and no significant change for three dyads. The reduction in barrier behaviors was considerable; on average change from over 8 to fewer than 3 barrier behaviors in 5 minutes conversation. The pre-post design has the limitation of no comparison group. However, change occurs in targeted conversational behaviors and in people with chronic aphasia and their partners. The findings suggest change

  9. Evaluating the Use of Problem-Based Video Podcasts to Teach Mathematics in Higher Education

    Science.gov (United States)

    Kay, Robin; Kletskin, Ilona

    2012-01-01

    Problem-based video podcasts provide short, web-based, audio-visual explanations of how to solve specific procedural problems in subject areas such as mathematics or science. A series of 59 problem-based video podcasts covering five key areas (operations with functions, solving equations, linear functions, exponential and logarithmic functions,…

  10. Towards a New Generation of Time-Series Visualization Tools in the ESA Heliophysics Science Archives

    Science.gov (United States)

    Perez, H.; Martinez, B.; Cook, J. P.; Herment, D.; Fernandez, M.; De Teodoro, P.; Arnaud, M.; Middleton, H. R.; Osuna, P.; Arviset, C.

    2017-12-01

    During the last decades a varied set of Heliophysics missions have allowed the scientific community to gain a better knowledge on the solar atmosphere and activity. The remote sensing images of missions such as SOHO have paved the ground for Helio-based spatial data visualization software such as JHelioViewer/Helioviewer. On the other hand, the huge amount of in-situ measurements provided by other missions such as Cluster provide a wide base for plot visualization software whose reach is still far from being fully exploited. The Heliophysics Science Archives within the ESAC Science Data Center (ESDC) already provide a first generation of tools for time-series visualization focusing on each mission's needs: visualization of quicklook plots, cross-calibration time series, pre-generated/on-demand multi-plot stacks (Cluster), basic plot zoom in/out options (Ulysses) and easy navigation through the plots in time (Ulysses, Cluster, ISS-Solaces). However, as the needs evolve and the scientists involved in new missions require to plot multi-variable data, heat maps stacks interactive synchronization and axis variable selection among other improvements. The new Heliophysics archives (such as Solar Orbiter) and the evolution of existing ones (Cluster) intend to address these new challenges. This paper provides an overview of the different approaches for visualizing time-series followed within the ESA Heliophysics Archives and their foreseen evolution.

  11. Programming Video Games and Simulations in Science Education: Exploring Computational Thinking through Code Analysis

    Science.gov (United States)

    Garneli, Varvara; Chorianopoulos, Konstantinos

    2018-01-01

    Various aspects of computational thinking (CT) could be supported by educational contexts such as simulations and video-games construction. In this field study, potential differences in student motivation and learning were empirically examined through students' code. For this purpose, we performed a teaching intervention that took place over five…

  12. Behavioral science in video games for children's diet and physical activity change: Key research needs

    Science.gov (United States)

    Innovative intervention programs are needed to overcome the limitations in previous programs that promoted change in diabetes risk behaviors in children. Serious video games show promise of changing dietary and physical activity behaviors, but research is needed on the optimal design of behavior-cha...

  13. Embodying Art and Art History: An Experiment with a Class Video Happening for the Series "Access Denied"

    Science.gov (United States)

    Cempellin, Leda

    2013-01-01

    A book written in a foreign language and migrated to the US along with its author, an art historian, finds a new communicative dimension by becoming a ready-made for art making purposes. Starting with an introduction explaining the genesis of the collaborative project "Access Denied," this article focuses on one of the series'…

  14. A Plea for Caution: Violent Video Games, the Supreme Court, and the Role of Science

    OpenAIRE

    Hall, Ryan C. W.; Day, Terri; Hall, Richard C. W.

    2011-01-01

    On November 2, 2010, the US Supreme Court heard arguments in the case of Schwarzenegger v Entertainment Merchants Association, with a ruling expected in 2011. This case addressed whether states have the right to restrict freedom of speech by limiting the sale of violent video games to minors. To date, 8 states have tried to pass legislation to this effect, with all attempts being found unconstitutional by lower courts. In large part, the Supreme Court's decision will be determined by its revi...

  15. Unified functional network and nonlinear time series analysis for complex systems science: The pyunicorn package

    Science.gov (United States)

    Donges, Jonathan; Heitzig, Jobst; Beronov, Boyan; Wiedermann, Marc; Runge, Jakob; Feng, Qing Yi; Tupikina, Liubov; Stolbova, Veronika; Donner, Reik; Marwan, Norbert; Dijkstra, Henk; Kurths, Jürgen

    2016-04-01

    We introduce the pyunicorn (Pythonic unified complex network and recurrence analysis toolbox) open source software package for applying and combining modern methods of data analysis and modeling from complex network theory and nonlinear time series analysis. pyunicorn is a fully object-oriented and easily parallelizable package written in the language Python. It allows for the construction of functional networks such as climate networks in climatology or functional brain networks in neuroscience representing the structure of statistical interrelationships in large data sets of time series and, subsequently, investigating this structure using advanced methods of complex network theory such as measures and models for spatial networks, networks of interacting networks, node-weighted statistics, or network surrogates. Additionally, pyunicorn provides insights into the nonlinear dynamics of complex systems as recorded in uni- and multivariate time series from a non-traditional perspective by means of recurrence quantification analysis, recurrence networks, visibility graphs, and construction of surrogate time series. The range of possible applications of the library is outlined, drawing on several examples mainly from the field of climatology. pyunicorn is available online at https://github.com/pik-copan/pyunicorn. Reference: J.F. Donges, J. Heitzig, B. Beronov, M. Wiedermann, J. Runge, Q.-Y. Feng, L. Tupikina, V. Stolbova, R.V. Donner, N. Marwan, H.A. Dijkstra, and J. Kurths, Unified functional network and nonlinear time series analysis for complex systems science: The pyunicorn package, Chaos 25, 113101 (2015), DOI: 10.1063/1.4934554, Preprint: arxiv.org:1507.01571 [physics.data-an].

  16. Invitations to Life's Diversity. Teacher-Friendly Science Activities with Reproducible Handouts in English and Spanish. Grades 3-5. Living Things Science Series.

    Science.gov (United States)

    Camp, Carole Ann, Ed.

    This booklet, one of six in the Living Things Science series, presents activities about diversity and classification of living things which address basic "Benchmarks" suggested by the American Association for the Advancement of Science for the Living Environment for grades 3-5. Contents include background information, vocabulary (in…

  17. A low-cost experiment to visualise the Fourier series: video analysis of a real plucked coiled spring

    Science.gov (United States)

    de Jesus, V. L. B.; Haubrichs, C.; de Oliveira, A. L.; Sasaki, D. G. G.

    2018-03-01

    In the present work, we develop a low-cost and simple experiment to visualise Fourier’s synthesis using a short, soft, and light plastic coiled spring oscillating in a horizontal plane, and a basic camera (120 fps). It is shown that the spring obeys a linear wave differential equation, as gravitational influence is neglected. A nonlinear criterion is evaluated to determine if magnitudes of the parameters in the initial conditions satisfy the linear wave equation. Our setup promotes some desirable characteristics that make Fourier’s synthesis experiments feasible, visual, and enlightening: (i) it requires few, common, and cheap resources, and the experiment can be carried out even in a high-school laboratory; (ii) since the spring’s tension is small (∼1 N, on average), the frequencies of normal modes are low (close to 2 Hz), and therefore, it is possible to record the oscillations just with the camera and extract a considerable number of position and time data in just one cycle; (iii) when the video is loaded in the Tracker free software, it can be reproduced in slow motion. Since the frequencies involved are low, an interesting and instructive temporal sequence of images of the spring displaying the typical trapezoidal shape appears clearly; (iv) the tools associated with the Tracker software tools can yield the relevant oscillation parameters, such as the damping constant, amplitudes, frequencies, and phases; and (v) it is possible to carry out superposition of a snapshot of the spring in Tracker at any time, and to draw the related Fourier synthesis graphs. The visual match between the shape of the spring and the theoretical graph is remarkable, and can be enhanced by adding the damping term.

  18. A Series of MATLAB Learning Modules to Enhance Numerical Competency in Applied Marine Sciences

    Science.gov (United States)

    Fischer, A. M.; Lucieer, V.; Burke, C.

    2016-12-01

    Enhanced numerical competency to navigate the massive data landscapes are critical skills students need to effectively explore, analyse and visualize complex patterns in high-dimensional data for addressing the complexity of many of the world's problems. This is especially the case for interdisciplinary, undergraduate applied marine science programs, where students are required to demonstrate competency in methods and ideas across multiple disciplines. In response to this challenge, we have developed a series of repository-based data exploration, analysis and visualization modules in MATLAB for integration across various attending and online classes within the University of Tasmania. The primary focus of these modules is to teach students to collect, aggregate and interpret data from large on-line marine scientific data repositories to, 1) gain technical skills in discovering, accessing, managing and visualising large, numerous data sources, 2) interpret, analyse and design approaches to visualise these data, and 3) to address, through numerical approaches, complex, real-world problems, that the traditional scientific methods cannot address. All modules, implemented through a MATLAB live script, include a short recorded lecture to introduce the topic, a handout that gives an overview of the activities, an instructor's manual with a detailed methodology and discussion points, a student assessment (quiz and level-specific challenge task), and a survey. The marine science themes addressed through these modules include biodiversity, habitat mapping, algal blooms and sea surface temperature change and utilize a series of marine science and oceanographic data portals. Through these modules students, with minimal experience in MATLAB or numerical methods are introduced to array indexing, concatenation, sorting, and reshaping, principal component analysis, spectral analysis and unsupervised classification within the context of oceanographic processes, marine geology and

  19. Mosaicking Techniques for Deep Submergence Vehicle Video Imagery - Applications to Ridge2000 Science

    Science.gov (United States)

    Mayer, L.; Rzhanov, Y.; Fornari, D. J.; Soule, A.; Shank, T. M.; Beaulieu, S. E.; Schouten, H.; Tivey, M.

    2004-12-01

    Severe attenuation of visible light and limited power capabilities of many submersible vehicles require acquisition of imagery from short ranges, rarely exceeding 8-10 meters. Although modern video- and photo-equipment makes high-resolution video surveying possible, the field of view of each image remains relatively narrow. To compensate for the deficiencies in light and field of view researchers have been developing techniques allowing for combining images into larger composite images i.e., mosaicking. A properly constructed, accurate mosaic has a number of well-known advantages in comparison with the original sequence of images, the most notable being improved situational awareness. We have developed software strategies for PC-based computers that permit conversion of video imagery acquired from any underwater vehicle, operated within both absolute (e.g. LBL or USBL) or relative (e.g. Doppler Velocity Log-DVL) navigation networks, to quickly produce a set of geo-referenced photomosaics which can then be directly incorporated into a Geographic Information System (GIS) data base. The timescale of processing is rapid enough to permit analysis of the resulting mosaics between submersible dives thus enhancing the efficiency of deep-sea research. Commercial imaging processing packages usually handle cases where there is no or little parallax - an unlikely situation for undersea world where terrain has pronounced 3D content and imagery is acquired from moving platforms. The approach we have taken is optimized for situations in which there is significant relief and thus parallax in the imagery (e.g. seafloor fault scarps or constructional volcanic escarpments and flow fronts). The basis of all mosaicking techniques is a pair-wise image registration method that finds a transformation relating pixels of two consecutive image frames. We utilize a "rigid affine model" with four degrees of freedom for image registration that allows for camera translation in all directions and

  20. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia NEI Home Contact Us A-Z Site Map NEI on Social Media Information in Spanish (Información en español) Website, ...

  1. Symposium on the Nature of Science—Streaming Video Archive

    Science.gov (United States)

    Oddone – Welcome Mark Ratner – Nano 201: A Gentle Introduction to Nanotechnology and Nanoscience Marsha Physical Sciences Neil Kelleher – How a Chemist Needs Computer Science, Biology, and Engineering to Push – Incorporating Nanotechnology into the Curriculum (streamed session not available) Rich Marvin – Using

  2. Land science with Sentinel-2 and Sentinel-3 data series synergy

    Science.gov (United States)

    Moreno, Jose; Guanter, Luis; Alonso, Luis; Gomez, Luis; Amoros, Julia; Camps, Gustavo; Delegido, Jesus

    2010-05-01

    Although the GMES/Sentinel satellite series were primarily designed to provide observations for operational services and routine applications, there is a growing interest in the scientific community towards the usage of Sentinel data for more advanced and innovative science. Apart from the improved spatial and spectral capabilities, the availability of consistent time series covering a period of over 20 years opens possibilities never explored before, such as systematic data assimilation approaches exploiting the time-series concept, or the incorporation in the modelling approaches of processes covering time scales from weeks to decades. Sentinel-3 will provide continuity to current ENVISAT MERIS/AATSR capabilities. The results already derived from MERIS/AATRS will be more systematically exploited by using OLCI in synergy with SLST. Particularly innovative is the case of Sentinel-2, which is specifically designed for land applications. Built on a constellation of two satellites operating simultaneously to provide 5 days geometric revisit time, the Sentinel-2 system will providing global and systematic acquisitions with high spatial resolution and with a high revisit time tailored towards the needs of land monitoring. Apart from providing continuity to Landsat and SPOT time series, the Sentinel-2 Multi-Spectral Instrument (MSI) incorporates new narrow bands around the red-edge for improved retrievals of biophysical parameters. The limitations imposed by the need of a proper cloud screening and atmospheric corrections have represented a serious constraint in the past for optical data. The fact that both Sentinel-2 and 3 have dedicated bands to allow such needed corrections for optical data represents an important step towards a proper exploitation, guarantying consistent time series showing actual variability in land surface conditions without the artefacts introduced by the atmosphere. Expected operational products (such as Land Cover maps, Leaf Area Index

  3. How neuroscience is taught to North American dental students: results of the Basic Science Survey Series.

    Science.gov (United States)

    Gould, Douglas J; Clarkson, Mackenzie J; Hutchins, Bob; Lambert, H Wayne

    2014-03-01

    The purpose of this study was to determine how North American dental students are taught neuroscience during their preclinical dental education. This survey represents one part of a larger research project, the Basic Science Survey Series for Dentistry, which covers all of the biomedical science coursework required of preclinical students in North American dental schools. Members of the Section on Anatomical Sciences of the American Dental Education Association assembled, distributed, and analyzed the neuroscience survey, which had a 98.5 percent response from course directors of the sixty-seven North American dental schools. The eighteen-item instrument collected demographic data on the course directors, information on the content in each course, and information on how neuroscience content is presented. Findings indicate that 1) most neuroscience instruction is conducted by non-dental school faculty members; 2) large content variability exists between programs; and 3) an increase in didactic instruction, integrated curricula, and use of computer-aided instruction is occurring. It is anticipated that the information derived from the survey will help guide neuroscience curricula in dental schools and aid in identifying appropriate content.

  4. Embryology and histology education in North American dental schools: the Basic Science Survey Series.

    Science.gov (United States)

    Burk, Dorothy T; Lee, Lisa M J; Lambert, H Wayne

    2013-06-01

    As part of the Basic Science Survey Series (BSSS) for Dentistry, members of the American Dental Education Association (ADEA) Anatomical Sciences Section surveyed faculty members teaching embryology and histology courses at North American dental schools. The survey was designed to assess, among other things, curriculum content, utilization of laboratories, use of computer-assisted instruction (CAI), and recent curricular changes. Responses were received from fifty-nine (88.1 percent) of the sixty-seven U.S. and Canadian dental schools. Findings suggest the following: 1) a trend toward combining courses is evident, though the integration was predominantly discipline-based; 2) embryology is rarely taught as a stand-alone course, as content is often covered in gross anatomy, oral histology, and/or in an integrated curriculum; 3) the number of contact hours in histology is decreasing; 4) a trend toward reduction in formal laboratory sessions, particularly in embryology, is ongoing; and 5) use of CAI tools, including virtual microscopy, in both embryology and histology has increased. Additionally, embryology and histology content topic emphasis is identified within this study. Data, derived from this study, may be useful to new instructors, curriculum and test construction committees, and colleagues in the anatomical sciences, especially when determining a foundational knowledge base.

  5. How the "Understanding Research Evidence" Web-Based Video Series From the National Collaborating Centre for Methods and Tools Contributes to Public Health Capacity to Practice Evidence-Informed Decision Making: Mixed-Methods Evaluation.

    Science.gov (United States)

    Chan, Linda; Mackintosh, Jeannie; Dobbins, Maureen

    2017-09-28

    The National Collaborating Centre for Methods and Tools (NCCMT) offers workshops and webinars to build public health capacity for evidence-informed decision-making. Despite positive feedback for NCCMT workshops and resources, NCCMT users found key terms used in research papers difficult to understand. The Understanding Research Evidence (URE) videos use plain language, cartoon visuals, and public health examples to explain complex research concepts. The videos are posted on the NCCMT website and YouTube channel. The first four videos in the URE web-based video series, which explained odds ratios (ORs), confidence intervals (CIs), clinical significance, and forest plots, were evaluated. The evaluation examined how the videos affected public health professionals' practice. A mixed-methods approach was used to examine the delivery mode and the content of the videos. Specifically, the evaluation explored (1) whether the videos were effective at increasing knowledge on the four video topics, (2) whether public health professionals were satisfied with the videos, and (3) how public health professionals applied the knowledge gained from the videos in their work. A three-part evaluation was conducted to determine the effectiveness of the first four URE videos. The evaluation included a Web-based survey, telephone interviews, and pretest and posttests, which evaluated public health professionals' experience with the videos and how the videos affected their public health work. Participants were invited to participate in this evaluation through various open access, public health email lists, through informational flyers and posters at the Canadian Public Health Association (CPHA) conference, and through targeted recruitment to NCCMT's network. In the Web-based surveys (n=46), participants achieved higher scores on the knowledge assessment questions from watching the OR (P=.04), CI (P=.04), and clinical significance (P=.05) videos but not the forest plot (P=.12) video, as

  6. Science Teacher Efficacy and Extrinsic Factors Toward Professional Development Using Video Games in a Design-Based Research Model: The Next Generation of STEM Learning

    Science.gov (United States)

    Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu

    2013-02-01

    Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based curricula was employed to determine how science teacher's attitudes and efficacy where impacted while designing science-based video games. The study's mixed-method design ascertained teacher efficacy on five factors (General computer use, Science Learning, Inquiry Teaching and Learning, Synchronous chat/text, and Playing Video Games) related to technology and gaming using a web-based survey). Qualitative data in the form of online blog posts was gathered during the project to assist in the triangulation and assessment of teacher efficacy. Data analyses consisted of an Analysis of Variance and serial coding of teacher reflective responses. Results indicated participants who used computers daily have higher efficacy while using inquiry-based teaching methods and science teaching and learning. Additional emergent findings revealed possible motivating factors for efficacy. This professional development project was focused on inquiry as a pedagogical strategy, standard-based science learning as means to develop content knowledge, and creating video games as technological knowledge. The project was consistent with the Technological Pedagogical Content Knowledge (TPCK) framework where overlapping circles of the three components indicates development of an integrated understanding of the suggested relationships. Findings provide suggestions for development of standards-based science education software, its integration into the curriculum and, strategies for implementing technology into teaching practices.

  7. Capturing and displaying microscopic images used in medical diagnostics and forensic science using 4K video resolution - an application in higher education.

    Science.gov (United States)

    Maier, Hans; de Heer, Gert; Ortac, Ajda; Kuijten, Jan

    2015-11-01

    To analyze, interpret and evaluate microscopic images, used in medical diagnostics and forensic science, video images for educational purposes were made with a very high resolution of 4096 × 2160 pixels (4K), which is four times as many pixels as High-Definition Video (1920 × 1080 pixels). The unprecedented high resolution makes it possible to see details that remain invisible to any other video format. The images of the specimens (blood cells, tissue sections, hair, fibre, etc.) are recorded using a 4K video camera which is attached to a light microscope. After processing, this resulted in very sharp and highly detailed images. This material was then used in education for classroom discussion. Spoken explanation by experts in the field of medical diagnostics and forensic science was also added to the high-resolution video images to make it suitable for self-study. © 2015 The Authors. Journal of Microscopy published by John Wiley & Sons Ltd on behalf of Royal Microscopical Society.

  8. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Eye Disease Dilated Eye Exam Dry Eye For Kids Glaucoma Healthy Vision Tips Leber Congenital Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos Webinars NEI YouTube Videos: Amblyopia Embedded ...

  9. Videos Designed to Watch but Audience Required Telling stories is a cliché for best practice in videos. Frontier Scientists, a NSF project titled Science in Alaska: using Multimedia to Support Science Education stressed story but faced audience limitations. FS describes project's story process, reach results, and hypothesizes better scenarios.

    Science.gov (United States)

    O'Connell, E. A.

    2016-12-01

    Telling stories is a cliché for best practice in science videos. It's upheld as a method to capture audience attention in many fields. Findings from neurobiology research show character-driven stories cause the release of the neurochemical oxytocin in the brain. Oxytocin motivates cooperation with others and enhances a sense of empathy, in particular the ability to experience others' emotions. Developing character tension- as in our video design showcasing scientists along with their work- holds the viewers' attention, promotes recall of story, and has the potential to clearly broadcast the feelings and behaviors of the scientists. The brain chemical change should help answer the questions: Why should a viewer care about this science? How does it improve the world, or our lives? Is just a story-driven video the solution to science outreach? Answer: Not in our multi-media world. Frontier Scientists (FS) discovered in its three year National Science Foundation project titled 'Science in Alaska: using Multimedia to Support Science Education': the storied video is only part of the effort. Although FS created from scratch and drove a multimedia national campaign throughout the project, major reach was not achieved. Despite FS' dedicated web site, YouTube channel, weekly blog, monthly press release, Facebook and G+ pages, Twitter activity, contact with scientists' institutions, and TV broadcast, monthly activity on the web site seemed to plateau at about 3000 visitors to the FS website per month. Several factors hampered the effort: Inadequate funding for social media limited the ability of FS to get the word to untapped markets: those whose interest might be sparked by ad campaigns but who do not actively explore unfamiliar agencies' science education content. However, when institutions took advantage of promoting their scientists through the FS videos we saw an uptick in video views and the participating scientists were often contacted for additional stories or were

  10. Preschoolers' Recall of Science Content from Educational Videos Presented with and without Songs

    Science.gov (United States)

    Schechter, Rachel L.

    2013-01-01

    This experimental investigation evaluated the impact of educational songs on a child's ability to recall scientific content from an educational television program. Preschoolers' comprehension of the educational content was examined by measuring children's ability to recall the featured science content (the function of a pulley and…

  11. Group monopolization & collaborative work: the making of a science video project

    NARCIS (Netherlands)

    Jayme, B.; Roth, W.-M.; Reis, G.; Eijck, van M.W.

    2007-01-01

    ABSTRACT: In the present ethnographic case study, we investigate how monopolization emerges and is maintained during collaborative working situations in elementary science classroom tasks. Our analysis suggests that monopolization is achieved in part by the position of the students around the

  12. Future-saving audiovisual content for Data Science: Preservation of geoinformatics video heritage with the TIB|AV-Portal

    Science.gov (United States)

    Löwe, Peter; Plank, Margret; Ziedorn, Frauke

    2015-04-01

    of Science and Technology. The web-based portal allows for extended search capabilities based on enhanced metadata derived by automated video analysis. By combining state-of-the-art multimedia retrieval techniques such as speech-, text-, and image recognition with semantic analysis, content-based access to videos at the segment level is provided. Further, by using the open standard Media Fragment Identifier (MFID), a citable Digital Object Identifier is displayed for each video segment. In addition to the continuously growing footprint of contemporary content, the importance of vintage audiovisual information needs to be considered: This paper showcases the successful application of the TIB|AV-Portal in the preservation and provision of a newly discovered version of a GRASS GIS promotional video produced by US Army -Corps of Enginers Laboratory (US-CERL) in 1987. The video is provides insight into the constraints of the very early days of the GRASS GIS project, which is the oldest active Free and Open Source Software (FOSS) GIS project which has been active for over thirty years. GRASS itself has turned into a collaborative scientific platform and a repository of scientific peer-reviewed code and algorithm/knowledge hub for future generation of scientists [1]. This is a reference case for future preservation activities regarding semantic-enhanced Web 2.0 content from geospatial software projects within Academia and beyond. References: [1] Chemin, Y., Petras V., Petrasova, A., Landa, M., Gebbert, S., Zambelli, P., Neteler, M., Löwe, P.: GRASS GIS: a peer-reviewed scientific platform and future research Repository, Geophysical Research Abstracts, Vol. 17, EGU2015-8314-1, 2015 (submitted)

  13. Tribal Science 2017 Webinar Series: Arctic Research, One Health and the Local Environmental Observer (LEO) Network: Ongoing Activities and Expansion to Lower 48

    Science.gov (United States)

    The U.S. EPA Sustainable and Healthy Communities Seminar Series presents the Tribal Science Webinar Series that will look to develop a forum for discussion of the complex environmental issues facing many tribal and indigenous communities.

  14. Video-game-assisted physiotherapeutic scoliosis-specific exercises for idiopathic scoliosis: case series and introduction of a new tool to increase motivation and precision of exercise performance.

    Science.gov (United States)

    Wibmer, Christine; Groebl, Petra; Nischelwitzer, Alexander; Salchinger, Beate; Sperl, Matthias; Wegmann, Helmut; Holzer, Hans-Peter; Saraph, Vinay

    2016-01-01

    It is important to monitor how patients with juvenile and adolescent idiopathic scoliosis comply with their physiotherapeutic scoliosis-specific exercises (PSSE). Physiogame, a newly developed video game using the Game-Trak 3D interactive game controller, combines correct PSSE performance with gaming. It tracks the position of the working limb in 3D space during the exercises as participants aim to hit certain targets and avoid others, and gives direct feedback by stopping the game if the working limb leaves the target 3D space, which is chosen to secure the corrective position according to the Schroth method. Physiogame records the quality and frequency of the exercises performed. We aimed to investigate the influence of this tool on motivation to perform regularly and, correctly, and with self-assessment of performance quality. This case series included 8 consecutive patients with idiopathic scoliosis (thoracolumbar 7, lumbar 1), ages 7-13 years, all female and treated according to SOSORT guidelines; the COBB angle of primary curve at the start of brace therapy was 22-34°. In addition to Full Time Rigid Bracing (FTRB, Cheneau) and PSSE (Schroth), the participants were to perform two standardized Schroth exercises (muscle cylinder in standing position, mainly addressing the thoracic curve, and in side-lying position, mainly addressing the lumbar curve) with video game assistance every day for 6 months. The development (first to last month) of the following parameters was analyzed with descriptive methods: the actual training time to assess motivation, the ratio of the actual playing time versus total playing time to assess exercise improvement, and self-assessment of quality of performance. The average number of sessions with Physiogame was 217 per study participant (range 24 to 572, the study protocol targeted at least 180); actual training time decreased from 79 to 52 min (first to last month). Actual playing time increased from 73% of the total playing time

  15. Science Library of Test Items. Volume Nine. Mastery Testing Programme. [Mastery Tests Series 1.] Tests M1-M13.

    Science.gov (United States)

    New South Wales Dept. of Education, Sydney (Australia).

    As part of a series of tests to measure mastery of specific skills in the natural sciences, copies of the first 13 tests are provided. Skills to be tested include: (1) reading a table; (2) using a biological key; (3) identifying chemical symbols; (4) identifying parts of a human body; (5) reading a line graph; (6) identifying electronic and…

  16. Science Library of Test Items. Volume Ten. Mastery Testing Programme. [Mastery Tests Series 2.] Tests M14-M26.

    Science.gov (United States)

    New South Wales Dept. of Education, Sydney (Australia).

    As part of a series of tests to measure mastery of specific skills in the natural sciences, copies of tests 14 through 26 include: (14) calculating an average; (15) identifying parts of the scientific method; (16) reading a geological map; (17) identifying elements, mixtures and compounds; (18) using Ohm's law in calculation; (19) interpreting…

  17. Science Library of Test Items. Volume Eight. Mastery Testing Program. Series 3 & 4 Supplements to Introduction and Manual.

    Science.gov (United States)

    New South Wales Dept. of Education, Sydney (Australia).

    Continuing a series of short tests aimed at measuring student mastery of specific skills in the natural sciences, this supplementary volume includes teachers' notes, a users' guide and inspection copies of test items 27 to 50. Answer keys and test scoring statistics are provided. The items are designed for grades 7 through 10, and a list of the…

  18. Science Library of Test Items. Volume Twelve. Mastery Testing Programme. [Mastery Tests Series 4.] Tests M39-M50.

    Science.gov (United States)

    New South Wales Dept. of Education, Sydney (Australia).

    As part of a series of tests to measure mastery of specific skills in the natural sciences, copies of tests 39 through 50 include: (39) using a code; (40) naming the parts of a microscope; (41) calculating density and predicting flotation; (42) estimating metric length; (43) using SI symbols; (44) using s=vt; (45) applying a novel theory; (46)…

  19. Science Library of Test Items. Volume Thirteen. Mastery Testing Program. [Mastery Tests Series 5.] Tests M51-M65.

    Science.gov (United States)

    New South Wales Dept. of Education, Sydney (Australia).

    As part of a series of tests to measure mastery of specific skills in the natural sciences, copies of tests 51 through 65 include: (51) interpreting atomic and mass numbers; (52) extrapolating from a geological map; (53) matching geological sections and maps; (54) identifying parts of the human eye; (55) identifying the functions of parts of a…

  20. Science Library of Test Items. Volume Eleven. Mastery Testing Programme. [Mastery Tests Series 3.] Tests M27-M38.

    Science.gov (United States)

    New South Wales Dept. of Education, Sydney (Australia).

    As part of a series of tests to measure mastery of specific skills in the natural sciences, copies of tests 27 through 38 include: (27) reading a grid plan; (28) identifying common invertebrates; (29) characteristics of invertebrates; (30) identifying elements; (31) using scientific notation part I; (32) classifying minerals; (33) predicting the…

  1. Learning based on library automation in mobile devices: The video production by students of Universidade Federal do Cariri Library Science Undergraduate Degree

    Directory of Open Access Journals (Sweden)

    David Vernon VIEIRA

    Full Text Available Abstract The video production for learning has been evident over the last few years especially when it involves aspects of the application of hardware and software for automation spaces. In Librarianship Undergraduate Degrees the need for practical learning focused on the knowledge of the requirements for library automation demand on teacher to develop an educational content to enable the student to learn through videos in order to increase the knowledge about information technology. Thus, discusses the possibilities of learning through mobile devices in education reporting an experience that took place with students who entered in March, 2015 (2015.1 Bachelor Degree in Library Science from the Universidade Federal do Cariri (Federal University of Cariri in state of Ceará, Brazil. The literature review includes articles publicated in scientific journals and conference proceedings and books in English, Portuguese and Spanish on the subject. The methodology with quantitative and qualitative approach includes an exploratory study, where the data collection was used online survey to find out the experience of the elaboration of library automation videos by students who studied in that course. The learning experience using mobile devices for recording of technological environments of libraries allowed them to be produced 25 videos that contemplated aspects of library automation having these actively participated in production of the video and its publication on the Internet.

  2. Rheumatoid Arthritis Educational Video Series

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  3. Rheumatoid Arthritis Educational Video Series

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  17. Rheumatoid Arthritis Educational Video Series

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  20. Rheumatoid Arthritis Educational Video Series

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  1. Rheumatoid Arthritis Educational Video Series

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  8. Rheumatoid Arthritis Educational Video Series

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  9. Rheumatoid Arthritis Educational Video Series

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  10. Rheumatoid Arthritis Educational Video Series

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  12. Rheumatoid Arthritis Educational Video Series

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  14. Physiology education in North American dental schools: the basic science survey series.

    Science.gov (United States)

    Gautam, Medha; Shaw, David H; Pate, Ted D; Lambert, H Wayne

    2014-06-01

    As part of the Basic Science Survey Series for Dentistry, members of the American Dental Education Association (ADEA) Physiology, Pharmacology, and Therapeutics Section surveyed directors of physiology courses in North American dental schools. The survey was designed to assess, among other things, faculty affiliation and experience of course directors, teaching methods, general course content and emphasis, extent of interdisciplinary (shared) instruction, and impact of recent curricular changes. Responses were received from forty-four of sixty-seven (65.7 percent) U.S. and Canadian dental schools. The findings suggest the following: substantial variation exists in instructional hours, faculty affiliation, class size, and interdisciplinary nature of physiology courses; physiology course content emphasis is similar between schools; student contact hours in physiology, which have remained relatively stable in the past fifteen years, are starting to be reduced; recent curricular changes have often been directed towards enhancing the integrative and clinically relevant aspects of physiology instruction; and a trend toward innovative content delivery, such as use of computer-assisted instruction, is evident. Data from this study may be useful to physiology course directors, curriculum committees, and other dental educators with an interest in integrative and interprofessional education.

  15. Pharmacology education in North American dental schools: the basic science survey series.

    Science.gov (United States)

    Gautam, Medha; Shaw, David H; Pate, Ted D; Lambert, H Wayne

    2013-08-01

    As part of the Basic Science Survey Series (BSSS) for Dentistry, members of the American Dental Education Association (ADEA) Physiology, Pharmacology, and Therapeutics Section surveyed course directors of basic pharmacology courses in North American dental schools. The survey was designed to assess, among other things, faculty affiliation and experience of course directors, teaching methods, general course content and emphasis, extent of interdisciplinary (shared) instruction, and impact of recent curricular changes. Responses were received from forty-nine of sixty-seven (73.1 percent) U.S. and Canadian dental schools. The findings suggest the following: 1) substantial variation exists in instructional hours, faculty affiliation, placement within curriculum, class size, and interdisciplinary nature of pharmacology courses; 2) pharmacology course content emphasis is similar among schools; 3) the number of contact hours in pharmacology has remained stable over the past three decades; 4) recent curricular changes were often directed towards enhancing the integrative and clinically relevant aspects of pharmacology instruction; and 5) a trend toward innovative content delivery, such as use of computer-assisted instruction applications, is evident. Data, derived from this study, may be useful to pharmacology course directors, curriculum committees, and other dental educators with an interest in integrative and interprofessional education.

  16. Excessive Video Game Use, Sleep Deprivation, and Poor Work Performance Among U.S. Marines Treated in a Military Mental Health Clinic: A Case Series.

    Science.gov (United States)

    Eickhoff, Erin; Yung, Kathryn; Davis, Diane L; Bishop, Frank; Klam, Warren P; Doan, Andrew P

    2015-07-01

    Excessive use of video games may be associated with sleep deprivation, resulting in poor job performance and atypical mood disorders. Three active duty service members in the U.S. Marine Corps were offered mental health evaluation for sleep disturbance and symptoms of blunted affect, low mood, poor concentration, inability to focus, irritability, and drowsiness. All three patients reported insomnia as their primary complaint. When asked about online video games and sleep hygiene practices, all three patients reported playing video games from 30 hours to more than 60 hours per week in addition to maintaining a 40-hour or more workweek. Our patients endorsed sacrificing sleep to maintain their video gaming schedules without insight into the subsequent sleep deprivation. During the initial interviews, they exhibited blunted affects and depressed moods, but appeared to be activated with enthusiasm and joy when discussing their video gaming with the clinical provider. Our article illustrates the importance of asking about online video gaming in patients presenting with sleep disturbances, poor work performance, and depressive symptoms. Because excessive video gaming is becoming more prevalent worldwide, military mental health providers should ask about video gaming when patients report problems with sleep. Reprint & Copyright © 2015 Association of Military Surgeons of the U.S.

  17. Constructible Authentic Representations: Designing Video Games That Enable Players to Utilize Knowledge Developed In-Game to Reason about Science

    Science.gov (United States)

    Holbert, Nathan R.; Wilensky, Uri

    2014-01-01

    While video games have become a source of excitement for educational designers, creating informal game experiences that players can draw on when thinking and reasoning in non-game contexts has proved challenging. In this paper we present a design principle for creating educational video games that enables players to draw on knowledge resources…

  18. Video-game-assisted physiotherapeutic scoliosis-specific exercises for idiopathic scoliosis: case series and introduction of a new tool to increase motivation and precision of exercise performance

    Directory of Open Access Journals (Sweden)

    Christine Wibmer

    2016-11-01

    Full Text Available Abstract Background It is important to monitor how patients with juvenile and adolescent idiopathic scoliosis comply with their physiotherapeutic scoliosis-specific exercises (PSSE. Physiogame, a newly developed video game using the Game-Trak 3D interactive game controller, combines correct PSSE performance with gaming. It tracks the position of the working limb in 3D space during the exercises as participants aim to hit certain targets and avoid others, and gives direct feedback by stopping the game if the working limb leaves the target 3D space, which is chosen to secure the corrective position according to the Schroth method. Physiogame records the quality and frequency of the exercises performed. We aimed to investigate the influence of this tool on motivation to perform regularly and, correctly, and with self-assessment of performance quality. Methods This case series included 8 consecutive patients with idiopathic scoliosis (thoracolumbar 7, lumbar 1, ages 7-13 years, all female and treated according to SOSORT guidelines; the COBB angle of primary curve at the start of brace therapy was 22-34°. In addition to Full Time Rigid Bracing (FTRB, Cheneau and PSSE (Schroth, the participants were to perform two standardized Schroth exercises (muscle cylinder in standing position, mainly addressing the thoracic curve, and in side-lying position, mainly addressing the lumbar curve with video game assistance every day for 6 months. The development (first to last month of the following parameters was analyzed with descriptive methods: the actual training time to assess motivation, the ratio of the actual playing time versus total playing time to assess exercise improvement, and self-assessment of quality of performance. Results The average number of sessions with Physiogame was 217 per study participant (range 24 to 572, the study protocol targeted at least 180; actual training time decreased from 79 to 52 min (first to last month. Actual playing

  19. Even More Brain-Powered Science: Teaching and Learning with Discrepant Events. Brain-Powered Science Series

    Science.gov (United States)

    O'Brien, Thomas

    2011-01-01

    How can water and a penny demonstrate the power of mathematics and molecular theory? Do spelling and punctuation really matter to the human brain? The third of Thomas O'Brien's books designed for 5-12 grade science teachers, "Even More Brain-Powered Science" uses the questions above and 11 other inquiry-oriented discrepant events--experiments or…

  20. INQUIRY-BASED SCIENCE COMIC PHYSICS SERIES INTEGRATED WITH CHARACTER EDUCATION

    Directory of Open Access Journals (Sweden)

    D Yulianti

    2016-04-01

    Full Text Available This study aimed to test the level of readability and feasibility of science comic, to knowcharacter development through a small test in some schools. The research design was Research & Development, trials were using quasi-experimental pre-test-post-test experimental design. The instruments to measure attitudes were: a questionnaire and observation sheet, a test used to measure comprehension of the material. The results showed that learning science by inquiry-based science comic can improvecharacters and cognitive achievement of primary school students. Results in the form of inquiry-based science comic can be utilized in learning science as a companion teaching materials.

  1. Audiovisual heritage preservation in Earth and Space Science Informatics: Videos from Free and Open Source Software for Geospatial (FOSS4G) conferences in the TIB|AV-Portal.

    Science.gov (United States)

    Löwe, Peter; Marín Arraiza, Paloma; Plank, Margret

    2016-04-01

    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

  2. Vodcasting space weather: The Space Weather FX vodcast series

    Science.gov (United States)

    Collins Petersen, C.; Erickson, P. J.

    2008-06-01

    The topic of space weather is the subject of a series of nine vodcasts (video podcasts) being created by MIT Haystack Observatory (Westford, Massachusetts, USA) and Loch Ness Productions (Groton, Massachusetts, USA). This paper describes the project, its science and outreach goals, and introduces the principal participants.

  3. Elementary Children's Retrodictive Reasoning about Earth Science

    Science.gov (United States)

    Libarkin, Julie C.; Schneps, Matthew H.

    2012-01-01

    We report on interviews conducted with twenty-one elementary school children (grades 1-5) about a number of Earth science concepts. These interviews were undertaken as part of a teacher training video series designed specifically to assist elementary teachers in learning essential ideas in Earth science. As such, children were interviewed about a…

  4. Citizen Science and Crowdsourcing as effective STEM Education and Engagement activities for Diverse Audiences: case studies featured in THE CROWD & THE CLOUD public TV series.

    Science.gov (United States)

    Haines-Stiles, G.; Abdalati, W.; Akuginow, E.

    2017-12-01

    Citizen science and crowdsourcing are relatively unfamiliar terms to the general public, including parents, children and teachers, as seen in focus groups convened by the NSF-funded THE CROWD & THE CLOUD public television series. Once aware, however, of the potential of today's citizen science—often relying on smartphones, apps and innovative sensors—both citizens and professional scientists become excited and seek to learn more. CROWD & CLOUD, premiering on PBS stations in April 2017, hosted by former NASA Chief Scientist Waleed Abdalati, and streaming at CrowdAndCloud.org, features a wide range of projects supported by NASA, NOAA, USGS, EPA and other Federal agencies. Some, such as EyesOnALZ, a startup which aims to accelerate research on Alzheimer's disease, adapt a crowdsourcing model first developed to help analyze data returned by NASA's Stardust spacecraft. Early results from its "StallCatchers" puzzle-game show both high quality data and have been shown to cut one year's worth of academic labor down to one month of effort by "the crowd." While longstanding citizen science projects such as Audubon's Christmas Bird Count (starting in 1900) have proven their worth, Smartfin—embedding sensors in surfboard fins—is taking advantage of recent technical innovations to track sea surface temperatures and ocean acidification, with their accuracy validated by the Scripps Institution of Oceanography. The NASA-supported GLOBE Observer mosquito habitat mapper project uses a $6 microscope attached to a smartphone to aid in species identification. Some projects tap adult volunteers, but many, such as USGS's Nature's Notebook, also appeal to youngsters. In Albuquerque local teens track invasive species and help refuge managers, usefully supplementing the sole salaried ranger. In the Rockaways, New York, high school students plant pollinator gardens and promote ecosystem resilience following Superstorm Sandy. This presentation will feature short videos demonstrating

  5. Dashboard Videos

    Science.gov (United States)

    Gleue, Alan D.; Depcik, Chris; Peltier, Ted

    2012-01-01

    Last school year, I had a web link emailed to me entitled "A Dashboard Physics Lesson." The link, created and posted by Dale Basier on his "Lab Out Loud" blog, illustrates video of a car's speedometer synchronized with video of the road. These two separate video streams are compiled into one video that students can watch and analyze. After seeing…

  6. Analyzing Inflation and Its Control: A Resource Guide. Economics-Political Science Series.

    Science.gov (United States)

    Salemi, Michael K.; Leak, Sarah

    Background information for teachers on inflation and self-contained learning activities to help students view inflation from both economic and political perspectives are provided. The introduction contains economics and political science frameworks for analyzing policy issues. How to integrate economics and political science is also discussed.…

  7. Fossil Fuels. A Supplement to the "Science 100, 101" Curriculum Guide. Curriculum Support Series.

    Science.gov (United States)

    Soprovich, William, Comp.

    When the fossil fuels unit was first designed for Science 101 (the currently approved provincial guide for grade 10 science in Manitoba), Canadian support materials were very limited. Since students are asked to interpret data concerning energy consumption and sources for certain fossil fuels, the need for appropriate Canadian data became obvious.…

  8. Headlines: Planet Earth: Improving Climate Literacy with Short Format News Videos

    Science.gov (United States)

    Tenenbaum, L. F.; Kulikov, A.; Jackson, R.

    2012-12-01

    One of the challenges of communicating climate science is the sense that climate change is remote and unconnected to daily life--something that's happening to someone else or in the future. To help face this challenge, NASA's Global Climate Change website http://climate.nasa.gov has launched a new video series, "Headlines: Planet Earth," which focuses on current climate news events. This rapid-response video series uses 3D video visualization technology combined with real-time satellite data and images, to throw a spotlight on real-world events.. The "Headlines: Planet Earth" news video products will be deployed frequently, ensuring timeliness. NASA's Global Climate Change Website makes extensive use of interactive media, immersive visualizations, ground-based and remote images, narrated and time-lapse videos, time-series animations, and real-time scientific data, plus maps and user-friendly graphics that make the scientific content both accessible and engaging to the public. The site has also won two consecutive Webby Awards for Best Science Website. Connecting climate science to current real-world events will contribute to improving climate literacy by making climate science relevant to everyday life.

  9. Video demystified

    CERN Document Server

    Jack, Keith

    2004-01-01

    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.

  10. Video pedagogy

    OpenAIRE

    Länsitie, Janne; Stevenson, Blair; Männistö, Riku; Karjalainen, Tommi; Karjalainen, Asko

    2016-01-01

    The short film is an introduction to the concept of video pedagogy. The five categories of video pedagogy further elaborate how videos can be used as a part of instruction and learning process. Most pedagogical videos represent more than one category. A video itself doesn’t necessarily define the category – the ways in which the video is used as a part of pedagogical script are more defining factors. What five categories did you find? Did you agree with the categories, or are more...

  11. Use of Video-Based Cases as a Medium to Develop Critical Thinking Skills in Health Science Students

    Science.gov (United States)

    Zipp, Genevieve Pinto; Maher, Cathy

    2010-01-01

    One learning strategy that, at present, has not been widely used in graduate Physical Therapy education is "video based cases". The use of visually unfolding case-base experience provides students a unique opportunity to experience real patient scenarios in their classroom environment. The purpose of this paper is to provide data on student…

  12. The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest.

    Science.gov (United States)

    Calvert, Sandra L; Appelbaum, Mark; Dodge, Kenneth A; Graham, Sandra; Nagayama Hall, Gordon C; Hamby, Sherry; Fasig-Caldwell, Lauren G; Citkowicz, Martyna; Galloway, Daniel P; Hedges, Larry V

    2017-01-01

    A task force of experts was convened by the American Psychological Association (APA) to update the knowledge and policy about the impact of violent video game use on potential adverse outcomes. This APA Task Force on Media Violence examined the existing literature, including the meta-analyses in the field, since the last APA report on media violence in 2005. Because the most recent meta-analyses were published in 2010 and reflected work through 2009, the task force conducted a search of the published studies from 2009-2013. These recently published articles were scored and assessed by a systematic evidentiary review, followed by a meta-analysis of the high utility studies, as documented in the evidentiary review. Consistent with the literature that we reviewed, we found that violent video game exposure was associated with: an increased composite aggression score; increased aggressive behavior; increased aggressive cognitions; increased aggressive affect, increased desensitization, and decreased empathy; and increased physiological arousal. The size of the effects was similar to that in prior meta-analyses, suggesting a stable result. Our task force concluded that violent video game use is a risk factor for adverse outcomes, but found insufficient studies to examine any potential link between violent video game use and delinquency or criminal behavior. Our technical report is the basis of this article. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  13. Wetlands: Science, Politics, and Geographical Relationships. Pathways in Geography Series, Title No. 9.

    Science.gov (United States)

    Benhart, John E.; Margin, Alex

    This teacher's guide focuses on the value and functions of wetlands by integrating science and the politics of wetlands into a geographic framework. Wetlands are highly dynamic, diverse, and prolific ecosystems. The volume advocates a need for mutual understanding and harmony of effort in order to deal with the complex issues of the wetlands. The…

  14. A Network for Integrated Science and Mathematics Teaching and Learning. NCSTL Monograph Series, #2.

    Science.gov (United States)

    Berlin, Donna F.; White, Arthur L.

    This monograph presents a summary of the results of the Wingspread Conference in April, 1991 concerning the viability and future of the concept of integration of mathematics and science teaching and learning. The conference focused on three critical issues: (1) development of definitions of integration and a rationale for integrated teaching and…

  15. Epistemic Authority, Lies, and Video

    DEFF Research Database (Denmark)

    Andersen, Rune Saugmann

    2013-01-01

    This article analyses how videos of violent protests become politically powerful arguments able to intervene in debates about security. It does so by looking at a series of videos taken by police authorities and protesters during street battles in Copenhagen in August 2009, when protesters opposed...

  16. La ciencia en la vida actual. Volumen II. Edicion para el maestro (Science in Everyday Life. Volume II. Teacher Edition). Applied Basic Curriculum Series.

    Science.gov (United States)

    Evaluation, Dissemination and Assessment Center, Dallas.

    This guide, the second in a series of three, provides the Spanish-speaking intermediate science student and teacher an opportunity to review selected science concepts and processes through activities which emphasize the applicability of scientific knowledge in the professional world. This guide is divided into three components. The first component…

  17. La ciencia en la vida actual. Volumen I. Edicion para el maestro (Science in Everyday Life. Volume I. Teacher Edition). Applied Basic Curriculum Series.

    Science.gov (United States)

    Evaluation, Dissemination and Assessment Center, Dallas.

    This guide, the first in a series of three, provides the Spanish-speaking intermediate science student and teacher an opportunity to review selected science concepts and processes through activities which emphasize the applicability of scientific knowledge in the professional world. The three components in this guide deal with (1) ecology (what…

  18. La ciencia en la vida actual. Volumen III. Edicion para el maestro (Science in Everyday Life. Volume III. Teacher Edition). Applied Basic Curriculum Series.

    Science.gov (United States)

    Evaluation, Dissemination and Assessment Center, Dallas.

    This guide, the third in a series of three, provides the Spanish-speaking intermediate science student and teacher an opportunity to review selected science concepts and processes through activities which emphasize the applicability of scientific knowledge in the professional world. The three components in this guide deal with (1) the scientific…

  19. Classification of Living Things. A Teacher's Manual for General Level Program Development. Grades 7 and 8. Science and Society Teaching Units. Informal Series/55.

    Science.gov (United States)

    Roberts, Douglas A.; And Others

    This manual is one of a series designed to assist junior high school teachers in developing general level or non-academic science programs which focus on the relationship between science and society. Although designed primarily for grades 7 and 8, the content is also suitable for students in grade 6. The major portion of the manual consists of six…

  20. Multivariate Time Series Search

    Data.gov (United States)

    National Aeronautics and Space Administration — Multivariate Time-Series (MTS) are ubiquitous, and are generated in areas as disparate as sensor recordings in aerospace systems, music and video streams, medical...

  1. Evaluating the state of quality-improvement science through evidence synthesis: insights from the closing the quality gap series.

    Science.gov (United States)

    McDonald, Kathryn M; Schultz, Ellen M; Chang, Christine

    2013-01-01

    The Closing the Quality Gap series from the Agency for Healthcare Research and Quality summarizes evidence for eight high-priority health care topics: outcomes used in disability research, bundled payment programs, public reporting initiatives, health care disparities, palliative care, the patient-centered medical home, prevention of health care-associated infections, and medication adherence. To distill evidence from this series and provide insight into the "state of the science" of quality improvement (QI). We provided common guidance for topic development and qualitatively synthesized evidence from the series topic reports to identify cross-topic themes, challenges, and evidence gaps as related to QI practice and science. Among topics that examined effectiveness of QI interventions, we found improvement in some outcomes but not others. Implementation context and potential harms from QI activities were not widely evaluated or reported, although market factors appeared important for incentive-based QI strategies. Patient-focused and systems-focused strategies were generally more effective than clinician-focused strategies, although the latter approach improved clinician adherence to infection prevention strategies. Audit and feedback appeared better for targeting professionals and organizations, but not patients. Topic reviewers observed heterogeneity in outcomes used for QI evaluations, weaknesses in study design, and incomplete reporting. Synthesizing evidence across topics provided insight into the state of the QI field for practitioners and researchers. To facilitate future evidence synthesis, consensus is needed around a smaller set of outcomes for use in QI evaluations and a framework and lexicon to describe QI interventions more broadly, in alignment with needs of decision makers responsible for improving quality.

  2. Provision of pandemic disease information by health sciences librarians: a multisite comparative case series.

    Science.gov (United States)

    Featherstone, Robin M; Boldt, R Gabriel; Torabi, Nazi; Konrad, Shauna-Lee

    2012-04-01

    The research provides an understanding of pandemic information needs and informs professional development initiatives for librarians in disaster medicine. Utilizing a multisite, comparative case series design, the researchers conducted semi-structured interviews and examined supplementary materials in the form of organizational documents, correspondence, and websites to create a complete picture of each case. The rigor of the case series was ensured through data and investigator triangulation. Interview transcripts were coded using NVivo to identify common themes and points of comparison. Comparison of the four cases revealed a distinct difference between "client-initiated" and "librarian-initiated" provision of pandemic information. Librarian-initiated projects utilized social software to "push" information, whereas client-initiated projects operated within patron-determined parameters to deliver information. Health care administrators were identified as a key audience for pandemic information, and news agencies were utilized as essential information sources. Librarians' skills at evaluating available information proved crucial for selecting best-quality evidence to support administrative decision making. Qualitative analysis resulted in increased understanding of pandemic information needs and identified best practices for disseminating information during periods of high organizational stress caused by an influx of new cases of an unknown infectious disease.

  3. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract Convergence ... is maintained by the NEI Office of Science Communications, Public Liaison, and Education. Technical questions about this ...

  4. Immersive video

    Science.gov (United States)

    Moezzi, Saied; Katkere, Arun L.; Jain, Ramesh C.

    1996-03-01

    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.

  5. Examining teacher self-efficacy about best practices in science during a professional development series

    Science.gov (United States)

    Menez, Jessica L.

    Using extant data that were collected as part of a larger project, the current study examined teacher self-efficacy and the teachers' intentions to implement workshop content throughout the course of a six-week professional development workshop focused on enhancing science motivation for students through the adoption of specific instructional strategies. There were a total of 20 middle and high school teacher participants. Results indicated teacher self-efficacy changed significantly from pre to post. Teachers showed higher teacher self-efficacy after the professional development, in particular for influencing student engagement. In addition, we found a moderate correlation between the level of confidence after the implementation of a strategy and teachers intention of trying the strategy again. Finally, new direction for future research topics made possible by this study are presented.

  6. “Is Your Man Stepping Out?” An online pilot study to evaluate acceptability of a guide-enhanced HIV prevention soap opera video series and feasibility of recruitment by Facebook© advertising

    Science.gov (United States)

    Jones, Rachel; Lacroix, Lorraine J.; Nolte, Kerry

    2015-01-01

    Love, Sex, and Choices (LSC) is a 12-episode soap opera video series developed to reduce HIV risk among at-risk Black urban women. We added a video guide commentator to offer insights at critical dramatic moments. An online pilot study evaluated acceptability of the Guide Enhanced LSC (GELSC) and feasibility of Facebook© advertising, streaming to smartphones, and retention. Facebook© ads targeted high HIV-prevalence areas. In 30 days, Facebook© ads generated 230 screening interviews; 84 were high risk, 40 watched GELSC, and 39 followed up at 30 days. Recruitment of high-risk participants was 10 per week compared to 7 per week in previous field recruitment. Half the sample was Black; 12% were Latina. Findings suggest GELSC influenced sex scripts and behaviors. It was feasible to recruit young urban women from a large geographic area via Facebook© and to retain the sample. We extended the reach to at-risk women by streaming to mobile devices. PMID:26066692

  7. "Is Your Man Stepping Out?" An Online Pilot Study to Evaluate Acceptability of a Guide-Enhanced HIV Prevention Soap Opera Video Series and Feasibility of Recruitment by Facebook Advertising.

    Science.gov (United States)

    Jones, Rachel; Lacroix, Lorraine J; Nolte, Kerry

    2015-01-01

    Love, Sex, and Choices (LSC) is a 12-episode soap opera video series developed to reduce HIV risk among at-risk Black urban women. We added a video guide commentator to offer insights at critical dramatic moments. An online pilot study evaluated acceptability of the Guide-Enhanced LSC (GELSC) and feasibility of Facebook advertising, streaming to smartphones, and retention. Facebook ads targeted high-HIV-prevalence areas. In 30 days, Facebook ads generated 230 screening interviews: 84 were high risk, 40 watched GELSC, and 39 followed up at 30 days. Recruitment of high-risk participants was 10 per week, compared to seven per week in previous field recruitment. Half the sample was Black; 12% were Latina. Findings suggest GELSC influenced sex scripts and behaviors. It was feasible to recruit young urban women from a large geographic area via Facebook and to retain the sample. We extended the reach to at-risk women by streaming to mobile devices. Copyright © 2015 Association of Nurses in AIDS Care. Published by Elsevier Inc. All rights reserved.

  8. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... Diabetic Eye Disease Education Program Glaucoma Education Program Low Vision Education Program Hispanic/Latino Program Vision and Aging ... Kids Glaucoma Healthy Vision Tips Leber Congenital Amaurosis Low Vision Refractive Errors Retinopathy of Prematurity Science Spanish Videos ...

  9. Tracing Sequential Video Production

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khalid, Md. Saifuddin

    2015-01-01

    , for one week in 2014, and collected and analyzed visual data to learn about scientists’ practices. The visual material that was collected represented the agreed on material artifacts that should aid the students' reflective process to make sense of science technology practices. It was up to the student...... video, nature of the interactional space, and material and spatial semiotics....

  10. The CLEAN Workshop Series: Promoting Effective Pedagogy for Teaching Undergraduate Climate Science

    Science.gov (United States)

    Kirk, K. B.; Bruckner, M. Z.; Manduca, C. A.; Buhr, S. M.

    2012-12-01

    To prepare students to understand a changing climate, it is imperative that we equip educators with the best possible tools and methods for reaching their audience. As part of the Climate Literacy and Energy Awareness Network (CLEAN) professional development efforts, two workshops for undergraduate faculty were held in 2012. These workshops used a variety of activities to help faculty learn about recent climate research, take part in demonstrations of successful activities for teaching climate topics, and collaborate to create new teaching materials. The workshops also facilitated professional networking among participants. Both workshops were held online, eliminating the need for travel, encouraging participants without travel funds to attend, and allowing international collaborations and presentations. To create an authentic experience, the workshop used several technologies such as the Blackboard Collaborate web conferencing platform, SERC's web-based collaboration tools and online discussion threads, and conference calls. The workshop Communicating Climate Science in the Classroom, held in April 2012, explored practices for communicating climate science and policy in the classroom and provided strategies to improve student understanding of this complex and sensitive topic. Workshop presentations featured public opinion research on Americans' perceptions of climate change, tactics for identifying and resolving student misconceptions, and methods to address various "backfire effects" that can result from attempts to correct misinformation. Demonstrations of teaching approaches included a role-playing simulation of emissions negotiations, Princeton's climate stabilization wedges game, and an activity that allows students to use scientific principles to tackle misinformation. The workshop Teaching Climate Complexity was held in May 2012. Teaching the complexities of climate science requires an understanding of many facets of the Earth system and a robust pedagogic

  11. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    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...

  12. Akademisk video

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2017-01-01

    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 ...

  13. Data catalog series for space science and applications flight missions. Volume 3B: Descriptions of data sets from low- and medium-altitude scientific spacecraft and investigations

    Science.gov (United States)

    Jackson, John E. (Editor); Horowitz, Richard (Editor)

    1986-01-01

    The main purpose of the data catalog series is to provide descriptive references to data generated by space science flight missions. The data sets described include all of the actual holdings of the Space Science Data Center (NSSDC), all data sets for which direct contact information is available, and some data collections held and serviced by foreign investigators, NASA and other U.S. government agencies. This volume contains narrative descriptions of data sets from low and medium altitude scientific spacecraft and investigations. The following spacecraft series are included: Mariner, Pioneer, Pioneer Venus, Venera, Viking, Voyager, and Helios. Separate indexes to the planetary and interplanetary missions are also provided.

  14. Data catalog series for space science and applications flight missions. Volume 1B: Descriptions of data sets from planetary and heliocentric spacecraft and investigations

    Science.gov (United States)

    Horowitz, Richard (Compiler); Jackson, John E. (Compiler); Cameron, Winifred S. (Compiler)

    1987-01-01

    The main purpose of the data catalog series is to provide descriptive references to data generated by space science flight missions. The data sets described include all of the actual holdings of the Space Science Data Center (NSSDC), all data sets for which direct contact information is available, and some data collections held and serviced by foreign investigators, NASA and other U.S. government agencies. This volume contains narrative descriptions of planetary and heliocentric spacecraft and associated experiments. The following spacecraft series are included: Mariner, Pioneer, Pioneer Venus, Venera, Viking, Voyager, and Helios. Separate indexes to the planetary and interplanetary missions are also provided.

  15. Data Catalog Series for Space Science and Applications Flight Missions. Volume 2B; Descriptions of Data Sets from Geostationary and High-Altitude Scientific Spacecraft and Investigations

    Science.gov (United States)

    Schofield, Norman J. (Editor); Parthasarathy, R. (Editor); Hills, H. Kent (Editor)

    1988-01-01

    The main purpose of the data catalog series is to provide descriptive references to data generated by space science flight missions. The data sets described include all of the actual holdings of the Space Science Data Center (NSSDC), all data sets for which direct contact information is available, and some data collections held and serviced by foreign investigators, NASA and other U.S. government agencies. This volume contains narrative descriptions of data sets from geostationary and high altitude scientific spacecraft and investigations. The following spacecraft series are included: Mariner, Pioneer, Pioneer Venus, Venera, Viking, Voyager, and Helios. Separate indexes to the planetary and interplanetary missions are also provided.

  16. CS Seminar Videos

    OpenAIRE

    Ong, Derek; Tona, Glen; Gibb, Kyle; Parbadia, Sivani

    2013-01-01

    Main site for our project can be found at this URL: http://vtechworks.lib.vt.edu/handle/10919/19036. From here you can find videos of all the CS seminars and distinguished lectures given this semester. Each video has its own abstract and description. The files attached in this section are a final report in both raw Word Document and archival PDF formats and a presentation in both raw Powerpoint and archival PDF formats. Computer Science seminars are a very educational and interesting as...

  17. Fostering Learner Autonomy in English for Science: A Collaborative Digital Video Project in a Technological Learning Environment

    Science.gov (United States)

    Hafner, Christoph A.; Miller, Lindsay

    2011-01-01

    This paper reports on the syllabus design and implementation of an English for Science and Technology (EST) course at an English-medium university in Hong Kong. The course combined elements of project-based learning and a "pedagogy for multiliteracies" (New London Group, 1996) to produce a strong learner autonomy focus. A major component…

  18. Video Podcasts

    DEFF Research Database (Denmark)

    Nortvig, Anne Mette; Sørensen, Birgitte Holm

    2016-01-01

    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...

  19. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  20. case series

    African Journals Online (AJOL)

    Administrator

    Key words: Case report, case series, concept analysis, research design. African Health Sciences 2012; (4): 557 - 562 http://dx.doi.org/10.4314/ahs.v12i4.25. PO Box 17666 .... According to the latest version of the Dictionary of. Epidemiology ...

  1. Joint Oil Analysis Program Spectrometer Standards SCP Science (Conostan) Qualification Report for D19-0, D3-100, and D12-XXX Series Standards

    Science.gov (United States)

    2015-05-20

    Joint Oil Analysis Program Spectrometer Standards SCP Science (Conostan) Qualification Report For D19-0, D3-100, and D12- XXX Series Standards NF...Candidate Type D19-0 ICP-AES Results ..................................................................... 4 Table V. Candidate Type D12- XXX ...Physical Property Results .................................................. 5 Table VI. Candidate Type D12- XXX Rotrode-AES Results

  2. Probabilistic recognition of human faces from video

    DEFF Research Database (Denmark)

    Zhou, Saohua; Krüger, Volker; Chellappa, Rama

    2003-01-01

    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...... 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-to-video...... information in a probe video, which simultaneously characterizes the kinematics and identity using a motion vector and an identity variable, respectively. The joint posterior distribution of the motion vector and the identity variable is estimated at each time instant and then propagated to the next time...

  3. Video Comparator

    International Nuclear Information System (INIS)

    Rose, R.P.

    1978-01-01

    The Video Comparator is a comparative gage that uses electronic images from two sources, a standard and an unknown. Two matched video cameras are used to obtain the electronic images. The video signals are mixed and displayed on a single video receiver (CRT). The video system is manufactured by ITP of Chatsworth, CA and is a Tele-Microscope II, Model 148. One of the cameras is mounted on a toolmaker's microscope stand and produces a 250X image of a cast. The other camera is mounted on a stand and produces an image of a 250X template. The two video images are mixed in a control box provided by ITP and displayed on a CRT. The template or the cast can be moved to align the desired features. Vertical reference lines are provided on the CRT, and a feature on the cast can be aligned with a line on the CRT screen. The stage containing the casts can be moved using a Boeckleler micrometer equipped with a digital readout, and a second feature aligned with the reference line and the distance moved obtained from the digital display

  4. Elementary children’s retrodictive reasoning about earth science

    OpenAIRE

    Matthew H. Schneps; Julie C. Libarkin

    2012-01-01

    We report on interviews conducted with twenty-one elementary school children (grades 1-5) about a number of Earth science concepts. These interviews were undertaken as part of a teacher training video series designed specifically to assist elementary teachers in learning essential ideas in Earth science. As such, children were interviewed about a wide array of earth science concepts, from rock formation to the Earth’s interior. We analyzed interview data primarily to determine whether or not ...

  5. The Generic Structure Potential of Science Nonfiction Selections in Four Basal Reading Series, Grades One and Two

    Science.gov (United States)

    Anthony, Angela Beckman

    2009-01-01

    Basal reading series are used in a majority of classrooms in the United States. The purpose of this study was to examine the frequency of fiction and nonfiction genres included in four recently published first and second grade basal reading series and to compare the frequencies to studies of older basal reading series. Based on the work of…

  6. The General Philosophy Behind the New Integrated and Co-ordinated Science Courses in N.S.W. and the Science Foundation for Physics Textbook Series.

    Science.gov (United States)

    Messel, H.; Barker, E. N.

    Described are the science syllabuses and texts for the science courses written to fulfill the aims of the new system of education in the state of New South Wales, Australia. The science course was developed in two stages: (1) A four year integrated science syllabus for grades 7-10, and (2) separate courses in physics, chemistry, and biology with…

  7. Interactive Video, The Next Step

    Science.gov (United States)

    Strong, L. R.; Wold-Brennon, R.; Cooper, S. K.; Brinkhuis, D.

    2012-12-01

    Video has the ingredients to reach us emotionally - with amazing images, enthusiastic interviews, music, and video game-like animations-- and it's emotion that motivates us to learn more about our new interest. However, watching video is usually passive. New web-based technology is expanding and enhancing the video experience, creating opportunities to use video with more direct interaction. This talk will look at an Educaton and Outreach team's experience producing video-centric curriculum using innovative interactive media tools from TED-Ed and FlixMaster. The Consortium for Ocean Leadership's Deep Earth Academy has partnered with the Center for Dark Energy Biosphere Investigations (C-DEBI) to send educators and a video producer aboard three deep sea research expeditions to the Juan de Fuca plate to install and service sub-seafloor observatories. This collaboration between teachers, students, scientists and media producers has proved a productive confluence, providing new ways of understanding both ground-breaking science and the process of science itself - by experimenting with new ways to use multimedia during ocean-going expeditions and developing curriculum and other projects post-cruise.

  8. Video Golf

    Science.gov (United States)

    1995-01-01

    George Nauck of ENCORE!!! invented and markets the Advanced Range Performance (ARPM) Video Golf System for measuring the result of a golf swing. After Nauck requested their assistance, Marshall Space Flight Center scientists suggested video and image processing/computing technology, and provided leads on commercial companies that dealt with the pertinent technologies. Nauck contracted with Applied Research Inc. to develop a prototype. The system employs an elevated camera, which sits behind the tee and follows the flight of the ball down range, catching the point of impact and subsequent roll. Instant replay of the video on a PC monitor at the tee allows measurement of the carry and roll. The unit measures distance and deviation from the target line, as well as distance from the target when one is selected. The information serves as an immediate basis for making adjustments or as a record of skill level progress for golfers.

  9. Manual para los Profesores de Ciencias. (Science Teachers' Handbook). Appropriate Technologies for Development Series Reprint R-66.

    Science.gov (United States)

    Rao, C. S., Ed.

    Science should not be presented as a collection of facts; it must be presented as an active dynamic subject. It should be used to stimulate young minds and encourage questioning. This is a publication designed to meet the needs of science teachers for a day-to-day reference in science. It was intended for the use of Peace Corps volunteers and…

  10. Life Sciences and Allied Fields: Indexes and Abstracts, Book Review Indexes, Serials Bibliographies, Translations. Bibliographic Series No. 32.

    Science.gov (United States)

    Colpitts, D. Corinne

    The information sources for the life sciences and allied fields listed were selected from the holdings of the Arkansas University library. Citations include indexes and abstracts dealing with national and international literature in medicine, the biological sciences, environmental science, veterinary medicine, agriculture, botany, and zoology, as…

  11. The New Science Education Leadership: An IT-Based Learning Ecology Model. Technology, Education--Connections (TEC) Series

    Science.gov (United States)

    Schielack, Jane F., Ed.; Knight, Stephanie L., Ed.

    2012-01-01

    How can we use new technology to support and educate the science leaders of tomorrow? This unique book describes the design, development, and implementation of an effective science leadership program that promotes collaboration among scientists and science educators, provides authentic research experiences for educators, and facilitates adaptation…

  12. Philosophical Issues in Educational Research: Is There Room for Truth in the Soft Sciences? Research Seminar and Workshop Series.

    Science.gov (United States)

    Phillips, D. C.

    Many in the research community no longer believe that a naturalistic social science is possible. A social science based on the model of the physical sciences seems unattainable. Relativistic views are becoming common; it is often said that what is true depends on what different theoretical frameworks will be confronted by different realities. A…

  13. OAS :: Videos

    Science.gov (United States)

    subscriptions Videos Photos Live Webcast Social Media Facebook @oasofficial Facebook Twitter @oas_official Audios Photos Social Media Facebook Twitter Newsletters Press and Communications Department Contact us at Rights Actions against Corruption C Children Civil Registry Civil Society Contact Us Culture Cyber

  14. Exposures series

    OpenAIRE

    Stimson, Blake

    2011-01-01

    Reaktion Books’ Exposures series, edited by Peter Hamilton and Mark Haworth-Booth, is comprised of 13 volumes and counting, each less than 200 pages with 80 high-quality illustrations in color and black and white. Currently available titles include Photography and Australia, Photography and Spirit, Photography and Cinema, Photography and Literature, Photography and Flight, Photography and Egypt, Photography and Science, Photography and Africa, Photography and Italy, Photography and the USA, P...

  15. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... Fitness Diseases & Conditions Infections Drugs & Alcohol School & ... and opportunities available to them. While you help your tween or teen plan for the future, watch this video series together to learn about everything ...

  16. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... them. While you help your tween or teen plan for the future, watch this video series together ... Care for Your Child With Special Needs Special Education: Getting Help for Your Child Words to Know ( ...

  17. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... video series together to learn about everything from financial and health care benefits to employment and housing options. More on this topic for: Parents Financial Planning for Kids With Special Needs Giving Teens ...

  18. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... the future, watch this video series together to learn about everything from financial and health care benefits to employment ... Respite Care for Your Child With Special Needs Special Education: Getting Help for ...

  19. Special Needs: Planning for Adulthood (Videos)

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    Full Text Available ... Feelings Expert Answers Q&A Movies & More for Teens Teens site Sitio para adolescentes Body Mind Sexual Health ... to them. While you help your tween or teen plan for the future, watch this video series ...

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  11. Celiac Family Health Education Video Series

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    Full Text Available ... Questions Family Resources Hale Center for Families Interpreter Services Pawprints Connect With Us Facebook Twitter Youtube For Health Care Professionals Notes Blog Read clinical updates and the latest insights from Boston Children's specialists. Make A ...

  12. Celiac Family Health Education Video Series

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  15. Celiac Family Health Education Video Series

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  16. Celiac Family Health Education Video Series

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  2. Celiac Family Health Education Video Series

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    Full Text Available ... you, Boston Children's is a place where we can write the greatest children's stories ever told. Sandra ... and CEO Connect with Boston Children's Hospital How can we help? Close How can we help? Request ...

  3. Celiac Family Health Education Video Series

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  4. Celiac Family Health Education Video Series

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  11. Celiac Family Health Education Video Series

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  10. Smoking in Video Games: A Systematic Review

    OpenAIRE

    Forsyth, SR; Malone, RE

    2016-01-01

    INTRODUCTION: Video games are played by a majority of adolescents, yet little is known about whether and how video games are associated with smoking behavior and attitudes. This systematic review examines research on the relationship between video games and smoking. METHODS: We searched MEDLINE, psycINFO, and Web of Science through August 20, 2014. Twenty-four studies met inclusion criteria. Studies were synthesized qualitatively in four domains: the prevalence and incidence of smoking imager...

  11. Geotail Video News Release

    Science.gov (United States)

    1992-01-01

    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.

  12. Geoscience Videos and Their Role in Supporting Student Learning

    Science.gov (United States)

    Wiggen, Jennifer; McDonnell, David

    2017-01-01

    A series of short (5 to 7 minutes long) geoscience videos were created to support student learning in a flipped class setting for an introductory geology class at North Carolina State University. Videos were made using a stylus, tablet, microphone, and video editing software. Essentially, we narrate a slide, sketch a diagram, or explain a figure…

  13. What do we do with all this video? Better understanding public engagement for image and video annotation

    Science.gov (United States)

    Wiener, C.; Miller, A.; Zykov, V.

    2016-12-01

    Advanced robotic vehicles are increasingly being used by oceanographic research vessels to enable more efficient and widespread exploration of the ocean, particularly the deep ocean. With cutting-edge capabilities mounted onto robotic vehicles, data at high resolutions is being generated more than ever before, enabling enhanced data collection and the potential for broader participation. For example, high resolution camera technology not only improves visualization of the ocean environment, but also expands the capacity to engage participants remotely through increased use of telepresence and virtual reality techniques. Schmidt Ocean Institute is a private, non-profit operating foundation established to advance the understanding of the world's oceans through technological advancement, intelligent observation and analysis, and open sharing of information. Telepresence-enabled research is an important component of Schmidt Ocean Institute's science research cruises, which this presentation will highlight. Schmidt Ocean Institute is one of the only research programs that make their entire underwater vehicle dive series available online, creating a collection of video that enables anyone to follow deep sea research in real time. We encourage students, educators and the general public to take advantage of freely available dive videos. Additionally, other SOI-supported internet platforms, have engaged the public in image and video annotation activities. Examples of these new online platforms, which utilize citizen scientists to annotate scientific image and video data will be provided. This presentation will include an introduction to SOI-supported video and image tagging citizen science projects, real-time robot tracking, live ship-to-shore communications, and an array of outreach activities that enable scientists to interact with the public and explore the ocean in fascinating detail.

  14. NEI You Tube Videos: Amblyopia

    Medline Plus

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  15. A Big Video Manifesto

    DEFF Research Database (Denmark)

    Mcilvenny, Paul Bruce; Davidsen, Jacob

    2017-01-01

    and beautiful visualisations. However, we also need to ask what the tools of big data can do both for the Humanities and for more interpretative approaches and methods. Thus, we prefer to explore how the power of computation, new sensor technologies and massive storage can also help with video-based qualitative......For the last few years, we have witnessed a hype about the potential results and insights that quantitative big data can bring to the social sciences. The wonder of big data has moved into education, traffic planning, and disease control with a promise of making things better with big numbers...

  16. Digital video for the desktop

    CERN Document Server

    Pender, Ken

    1999-01-01

    Practical introduction to creating and editing high quality video on the desktop. Using examples from a variety of video applications, benefit from a professional's experience, step-by-step, through a series of workshops demonstrating a wide variety of techniques. These include producing short films, multimedia and internet presentations, animated graphics and special effects.The opportunities for the independent videomaker have never been greater - make sure you bring your understanding fully up to date with this invaluable guide.No prior knowledge of the technology is assumed, with explanati

  17. How Much Does It Cost Institutions to Produce Stem Degrees? Data Brief. The Price and Cost of Science Degrees Series

    Science.gov (United States)

    Delta Cost Project at American Institutes for Research, 2013

    2013-01-01

    This AIR Data Brief breaks down the "cost per degree" estimates for 28 disciplines, including those in the STEM fields, which among the most expensive degrees to produce. The brief points to ways colleges can change their tuition structure to finance STEM degrees more affordably. This data brief is the fourth of four in the series. (See…

  18. Computer-science guest-lecture series at Langston University sponsored by the U.S. Geological Survey; abstracts, 1992-93

    Science.gov (United States)

    Steele, K. S.

    1994-01-01

    Langston University, a Historically Black University located at Langston, Oklahoma, has a computing and information science program within the Langston University Division of Business. Since 1984, Langston University has participated in the Historically Black College and University program of the U.S. Department of Interior, which provided education, training, and funding through a combined earth-science and computer-technology cooperative program with the U.S. Geological Survey (USGS). USGS personnel have presented guest lectures at Langston University since 1984. Students have been enthusiastic about the lectures, and as a result of this program, 13 Langston University students have been hired by the USGS on a part-time basis while they continued their education at the University. The USGS expanded the offering of guest lectures in 1992 by increasing the number of visits to Langston University, and by inviting participation of speakers from throughout the country. The objectives of the guest-lecture series are to assist Langston University in offering state-of-the-art education in the computer sciences, to provide students with an opportunity to learn from and interact with skilled computer-science professionals, and to develop a pool of potential future employees for part-time and full-time employment. This report includes abstracts for guest-lecture presentations during 1992-93 school year.

  19. Annotated Bibliography of Textbooks and Reference Materials in Marine Sciences. Provisional Edition. Intergovernmental Oceanographic Commission, Technical Series.

    Science.gov (United States)

    United Nations Educational, Scientific, and Cultural Organization, Paris (France). Intergovernmental Oceanographic Commission.

    Presented is an annotated bibliography based on selected materials from a preliminary survey of existing bibliographies, publishers' listings, and other sources. It is intended to serve educators and researchers, especially those in countries where marine sciences are just developing. One hundred annotated and 450 non-annotated entries are…

  20. Developing the science product algorithm testbed for Chinese next-generation geostationary meteorological satellites: Fengyun-4 series

    Science.gov (United States)

    Min, Min; Wu, Chunqiang; Li, Chuan; Liu, Hui; Xu, Na; Wu, Xiao; Chen, Lin; Wang, Fu; Sun, Fenglin; Qin, Danyu; Wang, Xi; Li, Bo; Zheng, Zhaojun; Cao, Guangzhen; Dong, Lixin

    2017-08-01

    Fengyun-4A (FY-4A), the first of the Chinese next-generation geostationary meteorological satellites, launched in 2016, offers several advances over the FY-2: more spectral bands, faster imaging, and infrared hyperspectral measurements. To support the major objective of developing the prototypes of FY-4 science algorithms, two science product algorithm testbeds for imagers and sounders have been developed by the scientists in the FY-4 Algorithm Working Group (AWG). Both testbeds, written in FORTRAN and C programming languages for Linux or UNIX systems, have been tested successfully by using Intel/g compilers. Some important FY-4 science products, including cloud mask, cloud properties, and temperature profiles, have been retrieved successfully through using a proxy imager, Himawari-8/Advanced Himawari Imager (AHI), and sounder data, obtained from the Atmospheric InfraRed Sounder, thus demonstrating their robustness. In addition, in early 2016, the FY-4 AWG was developed based on the imager testbed—a near real-time processing system for Himawari-8/AHI data for use by Chinese weather forecasters. Consequently, robust and flexible science product algorithm testbeds have provided essential and productive tools for popularizing FY-4 data and developing substantial improvements in FY-4 products.

  1. Oak Ridge Institute for Science and Education: A guide to record series supporting epidemiologic studies conducted for the Department of Energy

    International Nuclear Information System (INIS)

    1995-01-01

    This guide describes record series that pertain to epidemiologic and health-related studies at the Center for Epidemiologic Research (CER) of the Oak Ridge Institute for Science and Education (ORISE). These records document the health and safety monitoring of employees and contract employees of the Department of Energy (DOE) and its predecessor organizations, the Manhattan Engineer District (MED), the Atomic Energy Commission (AEC), and the Energy Research and Development Administration (ERDA). History Associates Incorporated (HAI) prepared this guide as part of DOE's Epidemiologic Records Inventory Project. This introduction briefly describes the Epidemiologic Records Inventory Project, HAI's role in the project, the history of the DOE and its epidemiologic research program, and the history of the Oak Ridge Reservation and the Oak Ridge Institute for Science and Education. It also furnishes information on the procedures that HAI sued to select, inventory, and describe pertinent records; the methodology used to produce the guide; the arrangement of the record series descriptions; the location of the records; and procedures for accessing records repositories

  2. Oak Ridge Institute for Science and Education: A guide to record series supporting epidemiologic studies conducted for the Department of Energy

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1995-07-17

    This guide describes record series that pertain to epidemiologic and health-related studies at the Center for Epidemiologic Research (CER) of the Oak Ridge Institute for Science and Education (ORISE). These records document the health and safety monitoring of employees and contract employees of the Department of Energy (DOE) and its predecessor organizations, the Manhattan Engineer District (MED), the Atomic Energy Commission (AEC), and the Energy Research and Development Administration (ERDA). History Associates Incorporated (HAI) prepared this guide as part of DOE`s Epidemiologic Records Inventory Project. This introduction briefly describes the Epidemiologic Records Inventory Project, HAI`s role in the project, the history of the DOE and its epidemiologic research program, and the history of the Oak Ridge Reservation and the Oak Ridge Institute for Science and Education. It also furnishes information on the procedures that HAI sued to select, inventory, and describe pertinent records; the methodology used to produce the guide; the arrangement of the record series descriptions; the location of the records; and procedures for accessing records repositories.

  3. Learning Trajectory for Transforming Teachers' Knowledge for Teaching Mathematics and Science with Digital Image and Video Technologies in an Online Learning Experience

    Science.gov (United States)

    Niess, Margaret L.; Gillow-Wiles, Henry

    2014-01-01

    This qualitative cross-case study explores the influence of a designed learning trajectory on transforming teachers' technological pedagogical content knowledge (TPACK) for teaching with digital image and video technologies. The TPACK Learning Trajectory embeds tasks with specific instructional strategies within a social metacognitive…

  4. The Effect of Communication Skills Training by Video Feedback Method on Clinical Skills of Interns of Isfahan University of Medical Sciences Compared to Didactic Methods

    Science.gov (United States)

    Managheb, S. E.; Zamani, A.; Shams, B.; Farajzadegan, Z.

    2012-01-01

    Background: Effective communication is essential to the practice of high-quality medicine. There are methodological challenges in communication skills training. This study was performed in order to assess the educational benefits of communication skills training by video feedback method versus traditional formats such as lectures on clinical…

  5. Airborne Video Surveillance

    National Research Council Canada - National Science Library

    Blask, Steven

    2002-01-01

    The DARPA Airborne Video Surveillance (AVS) program was established to develop and promote technologies to make airborne video more useful, providing capabilities that achieve a UAV force multiplier...

  6. THE JUNIOR COLLEGE AND EDUCATION IN THE SCIENCES. THIRD REPORT IN A SERIES PREPARED FOR THE SUBCOMMITTEE ON SCIENCE, RESEARCH, AND DEVELOPMENT OF THE COMMITTEE ON SCIENCE AND ASTRONAUTICS OF THE U.S. HOUSE OF REPRESENTATIVES. (TITLE SUPPLIED).

    Science.gov (United States)

    HAWORTH, LELAND J.

    THIS THIRD REPORT ON SCIENCE EDUCATION IN THE U.S. RAISES THREE ISSUES FOR THE JUNIOR COLLEGE--(1) IS IT A DISCRETE RESOURCE IN THE ADVANCEMENT OF SCIENCE EDUCATION, (2) DOES IT REQUIRE A UNIQUE SCIENCE CURRICULUM, AND (3) HOW SHOULD ITS SCIENCE INSTRUCTORS BE PREPARED. UNDER THE COUNCIL OF STATE GOVERNMENTS'"MODEL LAW" (1965), THE COMPREHENSIVE,…

  7. International Earth Science Constellation Mission Operations Working Group September 27-29, 2016 Aqua Spring 2017 IAM Series

    Science.gov (United States)

    Good, Susan M.

    2016-01-01

    This Aqua Spring 2017 IAM Series powerpoint presentation will be presented at the MOWG meeting in Albuquerque, NM. Topics to be discussed are: recap Aqua 2016 IAM campaign maneuver results and post 2016 IAM MLT evolution; current DMU strategy; 2017 IAM campaign dates and planning; Aqua latest lifetime MLT team predictions. Susan Good is a contractor who supports David Tracewell in code 595 therefore this is being routed through 595. Eric Moyer, ESMO Deputy Project Manager-Technical has reviewed and approved this presentation.

  8. Reviews Book: The Babylonian Theorem Video Game: BrainBox360 (Physics Edition) Book: Teaching and Learning Science: Towards a Personalized Approach Book: Good Practice in Science Teaching: What Research Has to Say Equipment: PAPERSHOW Equipment: SEP Steady State Bottle Kit Equipment: Sciencescope Datalogging Balance Equipment: USB Robot Arm Equipment: Sciencescope Spectrophotometer Web Watch

    Science.gov (United States)

    2010-07-01

    WE RECOMMEND Good Practice in Science Teaching: What Research Has to Say Book explores and summarizes the research Steady State Bottle Kit Another gem from SEP Sciencescope Datalogging Balance Balance suits everyday use Sciencescope Spectrophotometer Device displays clear spectrum WORTH A LOOK The Babylonian Theorem Text explains ancient Egyptian mathematics BrainBox360 (Physics Edition) Video game tests your knowledge Teaching and Learning Science: Towards a Personalized Approach Book reveals how useful physics teachers really are PAPERSHOW Gadget kit is useful but has limitations Robotic Arm Kit with USB PC Interface Robot arm teaches programming WEB WATCH Simple applets teach complex topics

  9. A video authentication technique

    International Nuclear Information System (INIS)

    Johnson, C.S.

    1987-01-01

    Unattended video surveillance systems are particularly vulnerable to the substitution of false video images into the cable that connects the camera to the video recorder. New technology has made it practical to insert a solid state video memory into the video cable, freeze a video image from the camera, and hold this image as long as desired. Various techniques, such as line supervision and sync detection, have been used to detect video cable tampering. The video authentication technique described in this paper uses the actual video image from the camera as the basis for detecting any image substitution made during the transmission of the video image to the recorder. The technique, designed for unattended video systems, can be used for any video transmission system where a two-way digital data link can be established. The technique uses similar microprocessor circuitry at the video camera and at the video recorder to select sample points in the video image for comparison. The gray scale value of these points is compared at the recorder controller and if the values agree within limits, the image is authenticated. If a significantly different image was substituted, the comparison would fail at a number of points and the video image would not be authenticated. The video authentication system can run as a stand-alone system or at the request of another system

  10. Gaming science: the "Gamification" of scientific thinking.

    Science.gov (United States)

    Morris, Bradley J; Croker, Steve; Zimmerman, Corinne; Gill, Devin; Romig, Connie

    2013-09-09

    Science is critically important for advancing economics, health, and social well-being in the twenty-first century. A scientifically literate workforce is one that is well-suited to meet the challenges of an information economy. However, scientific thinking skills do not routinely develop and must be scaffolded via educational and cultural tools. In this paper we outline a rationale for why we believe that video games have the potential to be exploited for gain in science education. The premise we entertain is that several classes of video games can be viewed as a type of cultural tool that is capable of supporting three key elements of scientific literacy: content knowledge, process skills, and understanding the nature of science. We argue that there are three classes of mechanisms through which video games can support scientific thinking. First, there are a number of motivational scaffolds, such as feedback, rewards, and flow states that engage students relative to traditional cultural learning tools. Second, there are a number of cognitive scaffolds, such as simulations and embedded reasoning skills that compensate for the limitations of the individual cognitive system. Third, fully developed scientific thinking requires metacognition, and video games provide metacognitive scaffolding in the form of constrained learning and identity adoption. We conclude by outlining a series of recommendations for integrating games and game elements in science education and provide suggestions for evaluating their effectiveness.

  11. Gaming Science: The Gamification of Scientific Thinking

    Directory of Open Access Journals (Sweden)

    Bradley eMorris

    2013-09-01

    Full Text Available Science is critically important for advancing economics, health, and social well being in the 21st century. A scientifically literate workforce is one that is well suited to meet the challenges of an information economy. However, scientific thinking skills do not routinely develop and must be scaffolded via educational and cultural tools. In this paper we outline a rationale for why we believe that video games have the potential to be exploited for gain in science education. The premise we entertain is that several classes of video games can be viewed as a type of cultural tool that is capable of supporting three key elements of scientific literacy: content knowledge, process skills, and understanding the nature of science. We argue that there are three classes of mechanisms through which video games can support scientific thinking. First, there are a number of motivational scaffolds, such as feedback, rewards, and flow states that engage students relative to traditional cultural learning tools. Second, there are a number of cognitive scaffolds, such as simulations and embedded reasoning skills that compensate for the limitations of the individual cognitive system. Third, fully developed scientific thinking requires metacognition, and video games provide metacognitive scaffolding in the form of constrained learning and identity adoption. We conclude by outlining a series of recommendations for integrating games and game elements in science education and provide suggestions for evaluating their effectiveness.

  12. Using Video Games to Support Pre-Service Elementary Teachers Learning of Basic Physics Principles

    Science.gov (United States)

    Anderson, Janice; Barnett, Michael

    2011-08-01

    The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with pre-service elementary teachers. To this end we explored the impact of using a game called Supercharged! on pre-service teachers' understanding of electromagnetic concepts compared to students who conducted a more traditional inquiry oriented investigation of the same concepts. This study was a part of a larger design experiment examining the pedagogical potential of Supercharged! the control group learned through a series of guided inquiry methods while the experimental group played Supercharged! during the laboratory sections of the science course. There was significant difference F(2,134) = 4.8, p video games can lead to positive learning outcomes, as demonstrated by the increase in test scores from pre- to post-assessment. Additionally, this study also suggests that a complementary approach, in which video games and hands-on activities are integrated, with each activity informing the other, could be a very powerful technique for supporting student scientific understanding. Further, our findings suggest that video game designers should embed meta-cognitive activities such as reflective opportunities into educational video games to provide scaffolds for students and to reinforce that they are engaged in an educational learning experience.

  13. Rare Disease Video Portal

    OpenAIRE

    Sánchez Bocanegra, Carlos Luis

    2011-01-01

    Rare Disease Video Portal (RD Video) is a portal web where contains videos from Youtube including all details from 12 channels of Youtube. Rare Disease Video Portal (RD Video) es un portal web que contiene los vídeos de Youtube incluyendo todos los detalles de 12 canales de Youtube. Rare Disease Video Portal (RD Video) és un portal web que conté els vídeos de Youtube i que inclou tots els detalls de 12 Canals de Youtube.

  14. Using Video Game Design to Motivate Students

    Science.gov (United States)

    Evans, Michael A.; Jones, Brett D.; Akalin, Sehmuz

    2017-01-01

    Because video games are so popular with young people, researchers have explored ways to use game play to engage students in school subjects (Peppler & Kafai, 2007; Rockwell & Kee, 2011; Small, 2011). Motivating students in science is especially important because of declines both in the number of young people who choose science careers and…

  15. Scaffolding With and Through Videos

    DEFF Research Database (Denmark)

    Otrel-Cass, Kathrin; Khoo, Elaine; Cowie, Bronwen

    2012-01-01

    In New Zealand and internationally claims are being made about the potential for information and communication technologies (ICTs) to transform teaching and learning. However, the theoretical underpinnings explaining the complex interplay between the content, pedagogy and technology a teacher needs...... 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....... 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...

  16. The Aesthetics of the Ambient Video Experience

    Directory of Open Access Journals (Sweden)

    Jim Bizzocchi

    2008-01-01

    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" [9]. 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.

  17. On the series

    Indian Academy of Sciences (India)

    Home; Journals; Proceedings – Mathematical Sciences; Volume 115; Issue 4. On the Series ∑ k = 1 ∞ ( 3 k k ) − 1 k − n x k. Necdet Batir. Volume 115 Issue 4 November 2005 pp 371- ... Author Affiliations. Necdet Batir1. Department of Mathematics, Faculty of Arts and Sciences, Yüzüncü Yil University, 65080 Van, Turkey ...

  18. Symposia on Time Series and Econometric Modelling : Advances in the Statistical Sciences : Festschrift in Honor of Professor V.M. Joshi's 70th birthday : v.III

    CERN Document Server

    Umphrey, Gary; Carter, Richard; McLeod, A; Ullah, Aman

    1987-01-01

    On May 27-31, 1985, a series of symposia was held at The University of Western Ontario, London, Canada, to celebrate the 70th birthday of Professor V. M. Joshi. These symposia were chosen to reflect Professor Joshi's research interests as well as areas of expertise in statistical science among faculty in the Departments of Statistical and Actuarial Sciences, Economics, Epidemiology and Biostatistics, and Philosophy. From these symposia, the six volumes which comprise the "Joshi Festschrift" have arisen. The 117 articles in this work reflect the broad interests and high quality of research of those who attended our conference. We would like to thank all of the contributors for their superb cooperation in helping us to complete this project. Our deepest gratitude must go to the three people who have spent so much of their time in the past year typing these volumes: Jackie Bell, Lise Constant, and Sandy Tarnowski. This work has been printed from "camera ready" copy produced by our Vax 785 computer and QMS Laserg...

  19. Reviews Book: The Age of Wonder Equipment: Portoscope DVD: Around the World in 80 Images Book: Four Laws that Drive the Universe Book: Antimatter Equipment: Coffee Saver Starter Set Equipment: Graphite Levitation Kit Book: Critical Reading Video: Science Fiction-Science Fact Web Watch

    Science.gov (United States)

    2009-03-01

    WE RECOMMEND The Age of Wonder This book tells the stories of inspiring 19th-century scientists Antimatter A fast read that gives an intriguing tour of the antimatter world Science Fiction-Science Fact A video from a set of resources about the facts in science fiction WORTH A LOOK Portoscope Lightweight ×30 microscope that is easy on the purse Four Laws that Drive the Universe In just 124 pages Peter Atkins explains thermodynamics Coffee Saver Starter Kit A tool that can demonstrate the effect of reduced air pressure Graphite Levitation Kit Compact set that demonstrates diamagnetic behaviour Critical Reading A study guide on how to read scientific papers HANDLE WITH CARE Around the World in 80 Images Navigate through images from Envistat, country by country WEB WATCH This month's issue features real-time simulation program Krucible 2.0, which enables learners to run virtual experiments

  20. Data catalog series for space science and applications flight missions. Volume 5A: Descriptions of astronomy, astrophysics, and solar physics spacecraft and investigations. Volume 5B: Descriptions of data sets from astronomy, astrophysics, and solar physics spacecraft and investigations

    Science.gov (United States)

    Kim, Sang J. (Editor)

    1988-01-01

    The main purpose of the data catalog series is to provide descriptive references to data generated by space science flight missions. The data sets described include all of the actual holdings of the Space Science Data Center (NSSDC), all data sets for which direct contact information is available, and some data collections held and serviced by foreign investigators, NASA and other U.S. government agencies. This volume contains narrative descriptions of data sets of astronomy, astrophysics, solar physics spacecraft and investigations. The following spacecraft series are included: Mariner, Pioneer, Pioneer Venus, Venera, Viking, Voyager, and Helios. Separate indexes to the planetary and interplanetary missions are also provided.

  1. Fourier series

    CERN Document Server

    Tolstov, Georgi P

    1962-01-01

    Richard A. Silverman's series of translations of outstanding Russian textbooks and monographs is well-known to people in the fields of mathematics, physics, and engineering. The present book is another excellent text from this series, a valuable addition to the English-language literature on Fourier series.This edition is organized into nine well-defined chapters: Trigonometric Fourier Series, Orthogonal Systems, Convergence of Trigonometric Fourier Series, Trigonometric Series with Decreasing Coefficients, Operations on Fourier Series, Summation of Trigonometric Fourier Series, Double Fourie

  2. Summary of 2016 Light Microscopy Module (LMM) Physical Science Experiments on ISS. Update of LMM Science Experiments and Facility Capabilities

    Science.gov (United States)

    Sicker, Ronald J.; Meyer, William V.; Foster, William M.; Fletcher, William A.; Williams, Stuart J.; Lee, Chang-Soo

    2016-01-01

    This presentation will feature a series of short, entertaining, and informative videos that describe the current status and science support for the Light Microscopy Module (LMM) facility on the International Space Station. These interviews will focus on current experiments and provide an overview of future capabilities. The recently completed experiments include nano-particle haloing, 3-D self-assembly with Janus particles and a model system for nano-particle drug delivery. The videos will share perspectives from the scientists, engineers, and managers working with the NASA Light Microscopy program.

  3. Using Video Analysis, Microcomputer-Based Laboratories (MBL’s and Educational Simulations as Pedagogical Tools in Revolutionizing Inquiry Science Teaching and Learning

    Directory of Open Access Journals (Sweden)

    Jay B. Gregorio

    2015-01-01

    Full Text Available La main á la pâte is an inquiry-based science education programme founded in 1996 by Georges Charpak, Pierre Lena, Yves Quere and the French Académie des Sciences with the support of the Ministry of Education. The operation of the program primarily aims to revitalize and expand science teaching and learning in primary education by implementing an inquiry process that combines spontaneous exploration through varied prediction, experimentation, observation and argumentation. As a recognized program of innovation in science, La main á la pâte has gained global visibility and transcended across cultural backgrounds. The strength of the program is founded on continuous educational collaboration and innovative projects among pioneering institutions and educators for more than a decade.

  4. Smoking in Video Games: A Systematic Review.

    Science.gov (United States)

    Forsyth, Susan R; Malone, Ruth E

    2016-06-01

    Video games are played by a majority of adolescents, yet little is known about whether and how video games are associated with smoking behavior and attitudes. This systematic review examines research on the relationship between video games and smoking. We searched MEDLINE, psycINFO, and Web of Science through August 20, 2014. Twenty-four studies met inclusion criteria. Studies were synthesized qualitatively in four domains: the prevalence and incidence of smoking imagery in video games (n = 6), video game playing and smoking behavior (n = 11), video game addiction and tobacco addiction (n = 5) and genre-specific game playing and smoking behavior (n = 3). Tobacco content was present in a subset of video games. The literature is inconclusive as to whether exposure to video games as a single construct is associated with smoking behavior. Four of five studies found an association between video game addiction and smoking. For genre-specific game playing, studies suggest that the type of game played affected association with smoking behavior. Research on how playing video games influences adolescents' perceptions of smoking and smoking behaviors is still in its nascence. Further research is needed to understand how adolescents respond to viewing and manipulating tobacco imagery, and whether engaging in game smoking translates into changes in real-world attitudes or behavior. Smoking imagery in video games may contribute to normalizing adolescent smoking. A large body of research has shown that smoking imagery in a variety of media types contributes to adolescent smoking uptake and the normalization of smoking behavior, and almost 90% of adolescents play video games, yet there has never been a published systematic review of the literature on this important topic. This is the first systematic review to examine the research on tobacco and video games.We found that tobacco imagery is indeed present in video games, the relationship between video game playing and smoking

  5. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... for me? Find a Group Upcoming Events Video Library Photo Gallery One-on-One Support ANetwork Peer ... me? Find a group Back Upcoming events Video Library Photo Gallery One-on-One Support Back ANetwork ...

  6. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Doctor Find a Provider Meet the Team Blog Articles & Stories News Resources Links Videos Podcasts Webinars For ... Doctor Find a Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources Links Videos ...

  7. Brownian motion using video capture

    International Nuclear Information System (INIS)

    Salmon, Reese; Robbins, Candace; Forinash, Kyle

    2002-01-01

    Although other researchers had previously observed the random motion of pollen grains suspended in water through a microscope, Robert Brown's name is associated with this behaviour based on observations he made in 1828. It was not until Einstein's work in the early 1900s however, that the origin of this irregular motion was established to be the result of collisions with molecules which were so small as to be invisible in a light microscope (Einstein A 1965 Investigations on the Theory of the Brownian Movement ed R Furth (New York: Dover) (transl. Cowper A D) (5 papers)). Jean Perrin in 1908 (Perrin J 1923 Atoms (New York: Van Nostrand-Reinhold) (transl. Hammick D)) was able, through a series of painstaking experiments, to establish the validity of Einstein's equation. We describe here the details of a junior level undergraduate physics laboratory experiment where students used a microscope, a video camera and video capture software to verify Einstein's famous calculation of 1905. (author)

  8. Video Design Games

    DEFF Research Database (Denmark)

    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...... in which 25 educators as part of a digital fabrication and design program were able to critically reflect on their teaching practice....

  9. The Children's Video Marketplace.

    Science.gov (United States)

    Ducey, Richard V.

    This report examines a growing submarket, the children's video marketplace, which comprises broadcast, cable, and video programming for children 2 to 11 years old. A description of the tremendous growth in the availability and distribution of children's programming is presented, the economics of the children's video marketplace are briefly…

  10. Video Self-Modeling

    Science.gov (United States)

    Buggey, Tom; Ogle, Lindsey

    2012-01-01

    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,…

  11. CAMEX-4 NOAA WP-3D VIDEO V1

    Data.gov (United States)

    National Aeronautics and Space Administration — The CAMEX-4 NOAA WP-3D Video dataset was collected during the fourth field campaign in the CAMEX series (CAMEX-4), which ran from 16 August to 25 September, 2001 and...

  12. Reviews Book: Extended Project Student Guide Book: My Inventions Book: ASE Guide to Research in Science Education Classroom Video: The Science of Starlight Software: SPARKvue Book: The Geek Manifesto Ebook: A Big Ball of Fire Apps

    Science.gov (United States)

    2014-05-01

    WE RECOMMEND Level 3 Extended Project Student Guide A non-specialist, generally useful and nicely put together guide to project work ASE Guide to Research in Science Education Few words wasted in this handy introduction and reference The Science of Starlight Slow but steady DVD covers useful ground SPARKvue Impressive software now available as an app WORTH A LOOK My Inventions and Other Writings Science, engineering, autobiography, visions and psychic phenomena mixed in a strange but revealing concoction The Geek Manifesto: Why Science Matters More enthusiasm than science, but a good motivator and interesting A Big Ball of Fire: Your questions about the Sun answered Free iTunes download made by and for students goes down well APPS Collider visualises LHC experiments ... Science Museum app enhances school trips ... useful information for the Cambridge Science Festival

  13. Special Needs: Planning for Adulthood (Videos)

    Medline Plus

    Full Text Available ... Young adults with special needs have many programs, services, and opportunities available to them. While you help your tween or teen plan for the future, watch this video series together to learn about everything from financial and health care benefits to employment and housing ...

  14. VBR video traffic models

    CERN Document Server

    Tanwir, Savera

    2014-01-01

    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.

  15. Advanced video coding systems

    CERN Document Server

    Gao, Wen

    2015-01-01

    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

  16. Intelligent video surveillance systems

    CERN Document Server

    Dufour, Jean-Yves

    2012-01-01

    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

  17. The jobs behind the science

    CERN Multimedia

    Stefania Pandolfi

    2015-01-01

    The HR Recruitment Unit has launched a series of short videos designed to attract the very best talents that CERN needs to pursue its cutting-edge research. CERN is very well-known for hiring physicists, but engineers, technicians and professionals working in diverse sectors in our 21 Member States are less aware that they too can have a once-in-a-lifetime opportunity to work in this unique place.   (Video: Jules Ordan, Jacques Fichet/CERN.) “The Jobs behind the Science” is the first of a series of videos presented by the Recruitment Unit of the HR Department's Talent Acquisition Group, aiming to promote CERN’s image as an employer of choice for all science, technology, engineering and mathematics (STEM) professions. “Difficulties in recruiting in the STEM market are a Europe-wide problem, and CERN is particularly affected by a common, well-established misconception: that this is a place only for elite physicists and engineers,” exp...

  18. Flip Video for Dummies

    CERN Document Server

    Hutsko, Joe

    2010-01-01

    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

  19. The Functional Role of Music in Communicating Death through/in YouTube Videos

    Directory of Open Access Journals (Sweden)

    Panagiotis Pentaris

    2014-09-01

    Full Text Available Since the establishment of thanatology, the science of death, in the early 20th century, death has not only been considered a controversial subject, but it has also been regarded as a taboo topic. Various ways of communicating death have developed over the last few decades. With the advent of different mass and social media and their increasing impact on everyday life in the 21st century, death can now be communicated via a number of media platforms, such as television, radio, and online videos. This type of communication is underpinned by a series of dimensions, in particular music, that shape the conveyed message. Music has been extensively used in the dissemination of information in the wider media outlet. It is widely seen as a means of evoking emotions and of facilitating the process of assimilating information that is communicated via media. This paper seeks to discuss the functional role of music in communicating death in online video platforms. In particular, the example of the YouTube platform is used to identify the links between death, music and video platforms. This paper is part of a large-scale study on the functional role of music in communicating death through YouTube videos. It is suggested that music may serve as a link between media and death. The conclusions that are drawn in this paper are supported by the authors’ current and ongoing study and critical analysis of the deployment of music in the communication of death.

  20. Teaching Game Programming using Video Tutorials

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    . & Squire K. (2004). Design-Based Research: Putting a Stake in the Ground. Journal of Learning Sciences Vol. 13-1. Lave, J., & Wenger, E. (1991). Situated Learning: Legitimate Peripheral Participation, Cambridge: Cambridge Univ. Majgaard, G. (2014). Teaching Design of Emerging Embodied Technologies......Background. What are the learning potentials of using online video tutorials as educational tools in game programming of Mixed Reality? The paper reports on the first experiences of teaching third semester engineering students design of Mixed Reality using online step-by-step programming video...... production makes video tutorials a promising alternative to paper tutorials. Software and game engine companies such as Unity has already switched to video and other online materials as the primary medium for their tutorials. It is often hard to find up to date thoroughly worked through textbooks on new...

  1. Adventure Racing and Organizational Behavior: Using Eco Challenge Video Clips to Stimulate Learning

    Science.gov (United States)

    Kenworthy-U'Ren, Amy; Erickson, Anthony

    2009-01-01

    In this article, the Eco Challenge race video is presented as a teaching tool for facilitating theory-based discussion and application in organizational behavior (OB) courses. Before discussing the intricacies of the video series itself, the authors present a pedagogically based rationale for using reality TV-based video segments in a classroom…

  2. Gaming science: the “Gamification” of scientific thinking

    Science.gov (United States)

    Morris, Bradley J.; Croker, Steve; Zimmerman, Corinne; Gill, Devin; Romig, Connie

    2013-01-01

    Science is critically important for advancing economics, health, and social well-being in the twenty-first century. A scientifically literate workforce is one that is well-suited to meet the challenges of an information economy. However, scientific thinking skills do not routinely develop and must be scaffolded via educational and cultural tools. In this paper we outline a rationale for why we believe that video games have the potential to be exploited for gain in science education. The premise we entertain is that several classes of video games can be viewed as a type of cultural tool that is capable of supporting three key elements of scientific literacy: content knowledge, process skills, and understanding the nature of science. We argue that there are three classes of mechanisms through which video games can support scientific thinking. First, there are a number of motivational scaffolds, such as feedback, rewards, and flow states that engage students relative to traditional cultural learning tools. Second, there are a number of cognitive scaffolds, such as simulations and embedded reasoning skills that compensate for the limitations of the individual cognitive system. Third, fully developed scientific thinking requires metacognition, and video games provide metacognitive scaffolding in the form of constrained learning and identity adoption. We conclude by outlining a series of recommendations for integrating games and game elements in science education and provide suggestions for evaluating their effectiveness. PMID:24058354

  3. The effect of video supplemental instruction on the academic ...

    African Journals Online (AJOL)

    This article examines the effect of Video-based Supplemental Instruction on the performance in Mathematics of students whose matric marks did not enable them to be directly admitted to the Science Faculty at the University of Port Elizabeth. Fifteen students who received Video-based Supplemental Instruction in ...

  4. Video games: a route to large-scale STEM education?

    Science.gov (United States)

    Mayo, Merrilea J

    2009-01-02

    Video games have enormous mass appeal, reaching audiences in the hundreds of thousands to millions. They also embed many pedagogical practices known to be effective in other environments. This article reviews the sparse but encouraging data on learning outcomes for video games in science, technology, engineering, and math (STEM) disciplines, then reviews the infrastructural obstacles to wider adoption of this new medium.

  5. Development and evaluation of online video teaching resources to enhance student knowledge of livestock handling.

    Science.gov (United States)

    Klupiec, C; Pope, S; Taylor, R; Carroll, D; Ward, M H; Celi, P

    2014-07-01

    To evaluate the effectiveness of online audiovisual materials to support the acquisition of animal handling skills by students of veterinary and animal science. A series of video clips (Livestock Handling modules) demonstrating livestock handling procedures was created and delivered online to students enrolled in the Faculty of Veterinary Science, University of Sydney. The effectiveness of these modules for supporting student learning was evaluated via an online survey. The survey also sought feedback on how students could be better prepared for handling livestock. The survey indicated that students found the videos a useful part of their learning experience, particularly by familiarising them with correct handling procedures and emphasising the importance of safety when handling livestock. Students also highlighted that online delivery supported flexible learning. Suggested improvements of the Livestock Handling modules centred around broadening the content of the videos and improving the user-friendliness of online access. Student feedback regarding how the Faculty could better prepare them for livestock handling was dominated by requests for more opportunities to practise animal handling using live animals. The Livestock Handling audiovisual tool is a valuable supplementary resource for developing students' proficiency in safe and effective handling of livestock. However, the results also clearly reveal a perception by students that more hands-on experience is required for acquisition of animal handling skills. These findings will inform future development of the Faculty's animal handling program. © 2014 Australian Veterinary Association.

  6. Using Short Videos to Teach Research Ethics

    Science.gov (United States)

    Loui, M. C.

    2014-12-01

    Created with support from the National Science Foundation, EthicsCORE (www.natonalethicscenter.org) is an online resource center for ethics in science and engineering. Among the resources, EthicsCORE hosts short video vignettes produced at the University of Nebraska - Lincoln that dramatize problems in the responsible conduct of research, such as peer review of journal submissions, and mentoring relationships between faculty and graduate students. I will use one of the video vignettes in an interactive pedagogical demonstration. After showing the video, I will ask participants to engage in a think-pair-share activity on the professional obligations of researchers. During the sharing phase, participants will supply the reasons for these obligations.

  7. Video interview with Michael Dell

    CERN Multimedia

    CERN Bulletin

    2010-01-01

    Michael Dell, founder and presently Chairman of the Board of Directors and Chief Executive Office of the DELL computer company visited CERN on Tuesday 26th January 2010. The Bulletin and the Video productions team had the opportunity to meet him. The video interview is transcribed for your convenience.   Michael S. Dell with CERN Director-General Rolf Heuer. What motivated you to come and visit CERN? I obviously heard about the great science and research has going on here, and DELL is very pleased to be a partner and providing a lot of the computers to analyse the data and I really wanted to see for myself in person, some of the great science that is going on here. What is your view on fundamental research in IT, and in general? I think if you look at the field of science in the last hundred years, we have been able to solve a lot of problems, but there are still lots of unsolved problems and unsolved mysteries. And it is only through basic fundamental research that we will address these probl...

  8. Infinite series

    CERN Document Server

    Hirschman, Isidore Isaac

    2014-01-01

    This text for advanced undergraduate and graduate students presents a rigorous approach that also emphasizes applications. Encompassing more than the usual amount of material on the problems of computation with series, the treatment offers many applications, including those related to the theory of special functions. Numerous problems appear throughout the book.The first chapter introduces the elementary theory of infinite series, followed by a relatively complete exposition of the basic properties of Taylor series and Fourier series. Additional subjects include series of functions and the app

  9. Video Toroid Cavity Imager

    Energy Technology Data Exchange (ETDEWEB)

    Gerald, Rex E. II; Sanchez, Jairo; Rathke, Jerome W.

    2004-08-10

    A video toroid cavity imager for in situ measurement of electrochemical properties of an electrolytic material sample includes a cylindrical toroid cavity resonator containing the sample and employs NMR and video imaging for providing high-resolution spectral and visual information of molecular characteristics of the sample on a real-time basis. A large magnetic field is applied to the sample under controlled temperature and pressure conditions to simultaneously provide NMR spectroscopy and video imaging capabilities for investigating electrochemical transformations of materials or the evolution of long-range molecular aggregation during cooling of hydrocarbon melts. The video toroid cavity imager includes a miniature commercial video camera with an adjustable lens, a modified compression coin cell imager with a fiat circular principal detector element, and a sample mounted on a transparent circular glass disk, and provides NMR information as well as a video image of a sample, such as a polymer film, with micrometer resolution.

  10. Digital Video in Research

    DEFF Research Database (Denmark)

    Frølunde, Lisbeth

    2012-01-01

    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......). In the video, I appear (along with other researchers) and two Danish film directors, and excerpts from their film. My challenges included how to edit the academic video and organize the collaborative effort. I consider video editing as a semiotic, transformative process of “reassembling” voices....... In the discussion, I review academic video in terms of relevance and implications for research practice. The theoretical background is social constructivist, combining social semiotics (Kress, van Leeuwen, McCloud), visual anthropology (Banks, Pink) and dialogic theory (Bakhtin). The Bakhtinian notion of “voices...

  11. Reflections on academic video

    Directory of Open Access Journals (Sweden)

    Thommy Eriksson

    2012-11-01

    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.

  12. Electronic evaluation for video commercials by impression index.

    Science.gov (United States)

    Kong, Wanzeng; Zhao, Xinxin; Hu, Sanqing; Vecchiato, Giovanni; Babiloni, Fabio

    2013-12-01

    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.

  13. Shell film- and video catalogue 1996

    International Nuclear Information System (INIS)

    1996-01-01

    An overview is given of films and videos that are available through 'Shell Nederland Filmcentrale' (Shell Netherlands Film Center), subdivided into the subjects (1) About Shell; (2) Health, Safety and Environment; (3) Science and Technology; (4) The History of Car(racing); and (5) Historical Overview. 5 ills

  14. science

    International Development Research Centre (IDRC) Digital Library (Canada)

    David Spurgeon

    Give us the tools: science and technology for development. Ottawa, ...... altered technical rela- tionships among the factors used in the process of production, and the en- .... to ourselves only the rights of audit and periodic substantive review." If a ...... and destroying scarce water reserves, recreational areas and a generally.

  15. Sound for digital video

    CERN Document Server

    Holman, Tomlinson

    2013-01-01

    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

  16. The Video Generation.

    Science.gov (United States)

    Provenzo, Eugene F., Jr.

    1992-01-01

    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)

  17. SECRETS OF SONG VIDEO

    Directory of Open Access Journals (Sweden)

    Chernyshov Alexander V.

    2014-04-01

    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.

  18. Reviews in instructional video

    NARCIS (Netherlands)

    van der Meij, Hans

    2017-01-01

    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

  19. Videos - The National Guard

    Science.gov (United States)

    Legislative Liaison Small Business Programs Social Media State Websites Videos Featured Videos On Every Front 2:17 Always Ready, Always There National Guard Bureau Diversity and Inclusion Play Button 1:04 National Guard Bureau Diversity and Inclusion The ChalleNGe Ep.5 [Graduation] Play Button 3:51 The

  20. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... YouTube Videos: Amblyopia Embedded video for NEI YouTube Videos: Amblyopia ... *PDF files require the free Adobe® Reader® software for viewing. This website is maintained by the ...

  1. Social video content delivery

    CERN Document Server

    Wang, Zhi; Zhu, Wenwu

    2016-01-01

    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...

  2. Online video examination

    DEFF Research Database (Denmark)

    Qvist, Palle

    have large influence on their own teaching, learning and curriculum. The programme offers streamed videos in combination with other learning resources. It is a concept which offers video as pure presentation - video lectures - but also as an instructional tool which gives the students the possibility...... to construct their knowledge, collaboration and communication. In its first years the programme has used Skype video communication for collaboration and communication within and between groups, group members and their facilitators. Also exams have been mediated with the help of Skype and have for all students......, examiners and external examiners been a challenge and opportunity and has brought new knowledge and experience. This paper brings results from a questionnaire focusing on how the students experience the video examination....

  3. Federal Funds for Research and Development: Fiscal Years 1980, 1981, and 1982, Volume XXX. Final Report. Surveys of Science Resources Series.

    Science.gov (United States)

    National Science Foundation, Washington, DC. Div. of Science Resources Studies.

    This report is the 30th in a series that covers research and development (R&D) as shown in successive Presidential budgets. The Federal budget for 1982 was unusual in the extent to which it was subjected to change, reflecting the new administration's philosophy to reduce Federal spending. R&D funding data reflect the first series of 1981…

  4. Elementary Children’s Retrodictive Reasoning about Earth Science

    Directory of Open Access Journals (Sweden)

    Julie C. LIBARKIN

    2012-10-01

    Full Text Available We report on interviews conducted with twenty-one elementary school children (grades 1-5 about a number of Earth science concepts. These interviews were undertaken as part of a teacher training video series designed specifically to assist elementary teachers in learning essential ideas in Earth science. As such, children were interviewed about a wide array of earth science concepts, from rock formation to the Earth’s interior. We analyzed interview data primarily to determine whether or not young children are capable of inferring understanding of the past based on present-day observation (retrodictive reasoning in the context of Earth science. This work provides a basis from which curricula for teaching earth and environmental sciences can emerge, and suggests that new studies into the retrodictive reasoning abilities of young children are needed, including curricula that encourage inference of the past from modern observations.

  5. A new video programme

    CERN Multimedia

    CERN video productions

    2011-01-01

    "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-...

  6. Gamifying Video Object Segmentation.

    Science.gov (United States)

    Spampinato, Concetto; Palazzo, Simone; Giordano, Daniela

    2017-10-01

    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.

  7. Hierarchical video summarization

    Science.gov (United States)

    Ratakonda, Krishna; Sezan, M. Ibrahim; Crinon, Regis J.

    1998-12-01

    We address the problem of key-frame summarization of vide in the absence of any a priori information about its content. This is a common problem that is encountered in home videos. We propose a hierarchical key-frame summarization algorithm where a coarse-to-fine key-frame summary is generated. A hierarchical key-frame summary facilitates multi-level browsing where the user can quickly discover the content of the video by accessing its coarsest but most compact summary and then view a desired segment of the video with increasingly more detail. At the finest level, the summary is generated on the basis of color features of video frames, using an extension of a recently proposed key-frame extraction algorithm. The finest level key-frames are recursively clustered using a novel pairwise K-means clustering approach with temporal consecutiveness constraint. We also address summarization of MPEG-2 compressed video without fully decoding the bitstream. We also propose efficient mechanisms that facilitate decoding the video when the hierarchical summary is utilized in browsing and playback of video segments starting at selected key-frames.

  8. Medical video server construction.

    Science.gov (United States)

    Dańda, Jacek; Juszkiewicz, Krzysztof; Leszczuk, Mikołaj; Loziak, Krzysztof; Papir, Zdzisław; Sikora, Marek; Watza, Rafal

    2003-01-01

    The paper discusses two implementation options for a Digital Video Library, a repository used for archiving, accessing, and browsing of video medical records. Two crucial issues to be decided on are a video compression format and a video streaming platform. The paper presents numerous decision factors that have to be taken into account. The compression formats being compared are DICOM as a format representative for medical applications, both MPEGs, and several new formats targeted for an IP networking. The comparison includes transmission rates supported, compression rates, and at least options for controlling a compression process. The second part of the paper presents the ISDN technique as a solution for provisioning of tele-consultation services between medical parties that are accessing resources uploaded to a digital video library. There are several backbone techniques (like corporate LANs/WANs, leased lines or even radio/satellite links) available, however, the availability of network resources for hospitals was the prevailing choice criterion pointing to ISDN solutions. Another way to provide access to the Digital Video Library is based on radio frequency domain solutions. The paper describes possibilities of both, wireless and cellular network's data transmission service to be used as a medical video server transport layer. For the cellular net-work based solution two communication techniques are used: Circuit Switched Data and Packet Switched Data.

  9. Seri Rama: converting a shadow play puppet to Street Fighter.

    Science.gov (United States)

    Ghani, D B A

    2012-01-01

    Shadow puppet plays, a traditional Malaysian theater art, is slowly losing its appeal to adolescents, who prefer computer games. To help reverse this decline, the authors incorporated the traditional Seri Rama character into the Street Fighter video game. Using modeling, texturing, and animation, they developed a 3D Seri Rama prototype. Users can control Seri Rama with a PlayStation game controller.

  10. Camera network video summarization

    Science.gov (United States)

    Panda, Rameswar; Roy-Chowdhury, Amit K.

    2017-05-01

    Networks of vision sensors are deployed in many settings, ranging from security needs to disaster response to environmental monitoring. Many of these setups have hundreds of cameras and tens of thousands of hours of video. The difficulty of analyzing such a massive volume of video data is apparent whenever there is an incident that requires foraging through vast video archives to identify events of interest. As a result, video summarization, that automatically extract a brief yet informative summary of these videos, has attracted intense attention in the recent years. Much progress has been made in developing a variety of ways to summarize a single video in form of a key sequence or video skim. However, generating a summary from a set of videos captured in a multi-camera network still remains as a novel and largely under-addressed problem. In this paper, with the aim of summarizing videos in a camera network, we introduce a novel representative selection approach via joint embedding and capped l21-norm minimization. The objective function is two-fold. The first is to capture the structural relationships of data points in a camera network via an embedding, which helps in characterizing the outliers and also in extracting a diverse set of representatives. The second is to use a capped l21-norm to model the sparsity and to suppress the influence of data outliers in representative selection. We propose to jointly optimize both of the objectives, such that embedding can not only characterize the structure, but also indicate the requirements of sparse representative selection. Extensive experiments on standard multi-camera datasets well demonstrate the efficacy of our method over state-of-the-art methods.

  11. Video frame processor

    International Nuclear Information System (INIS)

    Joshi, V.M.; Agashe, Alok; Bairi, B.R.

    1993-01-01

    This report provides technical description regarding the Video Frame Processor (VFP) developed at Bhabha Atomic Research Centre. The instrument provides capture of video images available in CCIR format. Two memory planes each with a capacity of 512 x 512 x 8 bit data enable storage of two video image frames. The stored image can be processed on-line and on-line image subtraction can also be carried out for image comparisons. The VFP is a PC Add-on board and is I/O mapped within the host IBM PC/AT compatible computer. (author). 9 refs., 4 figs., 19 photographs

  12. High Dynamic Range Video

    CERN Document Server

    Myszkowski, Karol

    2008-01-01

    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

  13. 3D video

    CERN Document Server

    Lucas, Laurent; Loscos, Céline

    2013-01-01

    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

  14. Collaborative Video Sketching

    DEFF Research Database (Denmark)

    Henningsen, Birgitte; Gundersen, Peter Bukovica; Hautopp, Heidi

    2017-01-01

    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...... findings: 1) They are based on a collaborative approach. 2) The sketches act as a mean to externalizing hypotheses and assumptions among the participants. Based on our analysis we present an overview of factors involved in collaborative video sketching and shows how the factors relate to steps, where...... the participants: shape, record, review and edit their work, leading the participants to new insights about their work....

  15. Categorizing Video Game Audio

    DEFF Research Database (Denmark)

    Westerberg, Andreas Rytter; Schoenau-Fog, Henrik

    2015-01-01

    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.......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...

  16. Chart Series

    Data.gov (United States)

    U.S. Department of Health & Human Services — The Centers for Medicare and Medicaid Services (CMS) offers several different Chart Series with data on beneficiary health status, spending, operations, and quality...

  17. Neural Basis of Video Gaming: A Systematic Review

    Directory of Open Access Journals (Sweden)

    Marc Palaus

    2017-05-01

    Full Text Available Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games.Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass.Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games.Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence.Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.

  18. Neural Basis of Video Gaming: A Systematic Review

    Science.gov (United States)

    Palaus, Marc; Marron, Elena M.; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies. PMID:28588464

  19. Neural Basis of Video Gaming: A Systematic Review.

    Science.gov (United States)

    Palaus, Marc; Marron, Elena M; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.

  20. Researchers' Night: science at the shops

    CERN Multimedia

    Corinne Pralavorio

    2015-01-01

    On 25 September, as part of European Researchers’ Night, CERN and POPScience joined forces to welcome the public at the Balexert shopping centre in Geneva. The Bulletin presents its gallery of photographs from the exciting and educational event.   Science through comic strips, games, cinema and television: POPScience approaches scientific questions through popular culture, with great success! Around 500 children attended the sessions for schools at Balexert's multiplex cinema, and 600 spectators flocked to the public screenings.  Using the big screen, scientists, directors and authors were on hand to disentangle truth from untruths and science from science fiction. The guests, some of whom appeared in person and others via video link, included Jorge Cham, author of PhD Comics and the spin-off film; David Saltzberg, physicist at CMS and scientific consultant for the television series The Big Bang Theory; Kip Thorne, scientific consultant for the film Interstellar; Lawrence ...

  1. Emotionally Intense Science Activities

    Science.gov (United States)

    King, Donna; Ritchie, Stephen; Sandhu, Maryam; Henderson, Senka

    2015-01-01

    Science activities that evoke positive emotional responses make a difference to students' emotional experience of science. In this study, we explored 8th Grade students' discrete emotions expressed during science activities in a unit on Energy. Multiple data sources including classroom videos, interviews and emotion diaries completed at the end of…

  2. A Network for Integrated Science and Mathematics Teaching and Learning Conference Plenary Papers. NSF/SSMA Wingspread Conference (Racine, Wisconsin, April 1991). School Science and Mathematics Association Topics for Teachers Series Number 7.

    Science.gov (United States)

    Berlin, Donna F., Ed.

    The integration of mathematics and science is not a new concept. However, during recent years it has been a major focus in education reform. A Wingspread conference promoted discussion regarding the integration of mathematics and science and explored ways to improve science and mathematics education in grades K-12. Papers from the conference…

  3. Parkinson's Disease Videos

    Medline Plus

    Full Text Available ... Nonmotor Symptoms of Parkinson's Disease Expert Briefings: Gait, Balance and Falls in Parkinson's Disease Expert Briefings: Coping ... Library is an extensive collection of books, fact sheets, videos, podcasts, and more. To get started, use ...

  4. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Facts What is acoustic neuroma? Diagnosing Symptoms Side Effects Keywords World Language Videos Questions to ask Choosing ... Surgery What is acoustic neuroma Diagnosing Symptoms Side effects Question To Ask Treatment Options Back Overview Observation ...

  5. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... 8211 info@ANAUSA.org About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English Arabic Catalan Chinese (Simplified) Chinese ( ...

  6. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Care Disease Types FAQ Handout for Patients and Families Is It Right for You How to Get ... For the Media For Clinicians For Policymakers For Family Caregivers Glossary Menu In this section Links Videos ...

  7. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... patient kit Treatment Options Overview Observation Radiation Surgery What is acoustic neuroma Diagnosing ... Back Community Patient Stories Share Your Story Video Stories Caregivers Milestones Gallery Submit Your Milestone Team ANA Volunteer ...

  8. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Support Groups Is a support group for me? Find a Group Upcoming Events Video Library Photo Gallery ... Support ANetwork Peer Support Program Community Connections Overview Find a Meeting Host a Meeting Volunteer Become a ...

  9. Photos and Videos

    Data.gov (United States)

    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...

  10. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Mission, Vision & Values Shop ANA Leadership & Staff Annual Reports Acoustic Neuroma Association 600 Peachtree Parkway Suite 108 ... About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English ...

  11. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... Search Search What Is It Definition Pediatric Palliative Care Disease Types FAQ Handout for Patients and Families ... For Family Caregivers Glossary Resources Browse our palliative care resources below: Links Videos Podcasts Webinars For the ...

  12. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... About ANA Mission, Vision & Values Shop ANA Leadership & Staff Annual Reports Acoustic Neuroma Association 600 Peachtree Parkway ... ANAUSA.org About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video ...

  13. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... info@ANAUSA.org About ANA Mission, Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English Arabic Catalan Chinese (Simplified) Chinese ( ...

  14. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... to your Doctor Find a Provider Meet the Team Blog Articles & Stories News Resources Links Videos Podcasts ... to your Doctor Find a Provider Meet the Team Blog Articles & Stories News Provider Directory Donate Resources ...

  15. Acoustic Neuroma Educational Video

    Medline Plus

    Full Text Available ... Click to learn more... LOGIN CALENDAR DONATE NEWS Home Learn Back Learn about acoustic neuroma AN Facts ... Vision & Values Leadership & Staff Annual Reports Shop ANA Home Learn Educational Video English English Arabic Catalan Chinese ( ...

  16. Videos, Podcasts and Livechats

    Medline Plus

    Full Text Available ... the Media For Clinicians For Policymakers For Family Caregivers Glossary Menu In this section Links Videos Podcasts ... the Media For Clinicians For Policymakers For Family Caregivers Glossary Resources Browse our palliative care resources below: ...

  17. Development of high-speed video cameras

    Science.gov (United States)

    Etoh, Takeharu G.; Takehara, Kohsei; Okinaka, Tomoo; Takano, Yasuhide; Ruckelshausen, Arno; Poggemann, Dirk

    2001-04-01

    Presented in this paper is an outline of the R and D activities on high-speed video cameras, which have been done in Kinki University since more than ten years ago, and are currently proceeded as an international cooperative project with University of Applied Sciences Osnabruck and other organizations. Extensive marketing researches have been done, (1) on user's requirements on high-speed multi-framing and video cameras by questionnaires and hearings, and (2) on current availability of the cameras of this sort by search of journals and websites. Both of them support necessity of development of a high-speed video camera of more than 1 million fps. A video camera of 4,500 fps with parallel readout was developed in 1991. A video camera with triple sensors was developed in 1996. The sensor is the same one as developed for the previous camera. The frame rate is 50 million fps for triple-framing and 4,500 fps for triple-light-wave framing, including color image capturing. Idea on a video camera of 1 million fps with an ISIS, In-situ Storage Image Sensor, was proposed in 1993 at first, and has been continuously improved. A test sensor was developed in early 2000, and successfully captured images at 62,500 fps. Currently, design of a prototype ISIS is going on, and, hopefully, will be fabricated in near future. Epoch-making cameras in history of development of high-speed video cameras by other persons are also briefly reviewed.

  18. Augmented video viewing: transforming video consumption into an active experience

    OpenAIRE

    WIJNANTS, Maarten; Leën, Jeroen; QUAX, Peter; LAMOTTE, Wim

    2014-01-01

    Traditional video productions fail to cater to the interactivity standards that the current generation of digitally native customers have become accustomed to. This paper therefore advertises the \\activation" of the video consumption process. In particular, it proposes to enhance HTML5 video playback with interactive features in order to transform video viewing into a dynamic pastime. The objective is to enable the authoring of more captivating and rewarding video experiences for end-users. T...

  19. Deception Detection in Videos

    OpenAIRE

    Wu, Zhe; Singh, Bharat; Davis, Larry S.; Subrahmanian, V. S.

    2017-01-01

    We present a system for covert automated deception detection in real-life courtroom trial videos. We study the importance of different modalities like vision, audio and text for this task. On the vision side, our system uses classifiers trained on low level video features which predict human micro-expressions. We show that predictions of high-level micro-expressions can be used as features for deception prediction. Surprisingly, IDT (Improved Dense Trajectory) features which have been widely ...

  20. Industrial-Strength Streaming Video.

    Science.gov (United States)

    Avgerakis, George; Waring, Becky

    1997-01-01

    Corporate training, financial services, entertainment, and education are among the top applications for streaming video servers, which send video to the desktop without downloading the whole file to the hard disk, saving time and eliminating copyrights questions. Examines streaming video technology, lists ten tips for better net video, and ranks…

  1. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... search for current job openings visit HHS USAJobs Home >> NEI YouTube Videos >> NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract ...

  2. A Framework for Video Modeling

    NARCIS (Netherlands)

    Petkovic, M.; Jonker, Willem

    In recent years, research in video databases has increased greatly, but relatively little work has been done in the area of semantic content-based retrieval. In this paper, we present a framework for video modelling with emphasis on semantic content of video data. The video data model presented

  3. NEI You Tube Videos: Amblyopia

    Medline Plus

    Full Text Available ... search for current job openings visit HHS USAJobs Home » NEI YouTube Videos » NEI YouTube Videos: Amblyopia Listen NEI YouTube Videos YouTube Videos Home Age-Related Macular Degeneration Amblyopia Animations Blindness Cataract ...

  4. Fast and Flexible Multivariate Time Series Subsequence Search

    Data.gov (United States)

    National Aeronautics and Space Administration — Multivariate Time-Series (MTS) are ubiquitous, and are generated in areas as disparate as sensor recordings in aerospace systems, music and video streams, medical...

  5. Interview series focuses on IDRC-funded research on climate ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    In Conversation is a series of interviews and videos of research partners working on climate change adaptation projects in Africa, Asia, and Latin America and the Caribbean, funded through IDRC's Climate Change and Water program.

  6. Robust video object cosegmentation.

    Science.gov (United States)

    Wang, Wenguan; Shen, Jianbing; Li, Xuelong; Porikli, Fatih

    2015-10-01

    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).

  7. Robust Adaptable Video Copy Detection

    DEFF Research Database (Denmark)

    Assent, Ira; Kremer, Hardy

    2009-01-01

    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.......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...

  8. Teaching Bioethics via the Production of Student-Generated Videos

    Science.gov (United States)

    Willmott, Christopher J. R.

    2015-01-01

    There is growing recognition that science is not conducted in a vacuum and that advances in the biosciences have ethical and social implications for the wider community. An exercise is described in which undergraduate students work in teams to produce short videos about the science and ethical dimensions of current developments in biomedicine.…

  9. Time-series water temperature and salinity at the Hatfield Marine Science Center's in-building seawater system, January - August 2000 (NODC Accession 0001135)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Water characteristics of Yaquina Bay and Hatfield Marine Science Center's in-building seawater system, measured every six minutes since 1988. Tide height data is...

  10. Time-series water temperature and salinity at the Hatfield Marine Science Center's in-building seawater system, July 2002 - February 2003 (NODC Accession 0001119)

    Data.gov (United States)

    National Oceanic and Atmospheric Administration, Department of Commerce — Water characteristics of Yaquina Bay and Hatfield Marine Science Center's in-building seawater system, measured every six minutes since 1988. Tide height data is...

  11. Arctic Visiting Speakers Series (AVS)

    Science.gov (United States)

    Fox, S. E.; Griswold, J.

    2011-12-01

    The Arctic Visiting Speakers (AVS) Series funds researchers and other arctic experts to travel and share their knowledge in communities where they might not otherwise connect. Speakers cover a wide range of arctic research topics and can address a variety of audiences including K-12 students, graduate and undergraduate students, and the general public. Host applications are accepted on an on-going basis, depending on funding availability. Applications need to be submitted at least 1 month prior to the expected tour dates. Interested hosts can choose speakers from an online Speakers Bureau or invite a speaker of their choice. Preference is given to individuals and organizations to host speakers that reach a broad audience and the general public. AVS tours are encouraged to span several days, allowing ample time for interactions with faculty, students, local media, and community members. Applications for both domestic and international visits will be considered. Applications for international visits should involve participation of more than one host organization and must include either a US-based speaker or a US-based organization. This is a small but important program that educates the public about Arctic issues. There have been 27 tours since 2007 that have impacted communities across the globe including: Gatineau, Quebec Canada; St. Petersburg, Russia; Piscataway, New Jersey; Cordova, Alaska; Nuuk, Greenland; Elizabethtown, Pennsylvania; Oslo, Norway; Inari, Finland; Borgarnes, Iceland; San Francisco, California and Wolcott, Vermont to name a few. Tours have included lectures to K-12 schools, college and university students, tribal organizations, Boy Scout troops, science center and museum patrons, and the general public. There are approximately 300 attendees enjoying each AVS tour, roughly 4100 people have been reached since 2007. The expectations for each tour are extremely manageable. Hosts must submit a schedule of events and a tour summary to be posted online

  12. Writing Assignments in Disguise: Lessons Learned Using Video Projects in the Classroom

    Science.gov (United States)

    Wade, P.; Courtney, A.

    2012-12-01

    This study describes the instructional approach of using student-created video documentaries as projects in an undergraduate non-science majors' Energy Perspectives science course. Four years of teaching this course provided many reflective teaching moments from which we have enhanced our instructional approach to teaching students how to construct a quality Ken Burn's style science video. Fundamental to a good video documentary is the story told via a narrative which involves significant writing, editing and rewriting. Many students primarily associate a video documentary with visual imagery and do not realize the importance of writing in the production of the video. Required components of the student-created video include: 1) select a topic, 2) conduct research, 3) write an outline, 4) write a narrative, 5) construct a project storyboard, 6) shoot or acquire video and photos (from legal sources), 7) record the narrative, 8) construct the video documentary, 9) edit and 10) finalize the project. Two knowledge survey instruments (administered pre- and post) were used for assessment purposes. One survey focused on the skills necessary to research and produce video documentaries and the second survey assessed students' content knowledge acquired from each documentary. This talk will focus on the components necessary for video documentaries and the instructional lessons learned over the years. Additionally, results from both surveys and student reflections of the video project will be shared.

  13. 360-degree videos: a new visualization technique for astrophysical simulations

    Science.gov (United States)

    Russell, Christopher M. P.

    2017-11-01

    360-degree videos are a new type of movie that renders over all 4π steradian. Video sharing sites such as YouTube now allow this unique content to be shared via virtual reality (VR) goggles, hand-held smartphones/tablets, and computers. Creating 360° videos from astrophysical simulations is not only a new way to view these simulations as you are immersed in them, but is also a way to create engaging content for outreach to the public. We present what we believe is the first 360° video of an astrophysical simulation: a hydrodynamics calculation of the central parsec of the Galactic centre. We also describe how to create such movies, and briefly comment on what new science can be extracted from astrophysical simulations using 360° videos.

  14. Examining the effects of media on learners' mental representations and cognitive processes in science

    Science.gov (United States)

    Carr, Adrienne L.

    This study examined the effects of television and video games as media on the science knowledge and understanding of middle school students in a Midwest, urban charter school. Twenty-five study participants were organized into eight focus groups. Each group, which comprised of three to four members, was introduced to one of two media types, a television show episode or video games, and then asked a series of questions prompting group dialogue. Results show that students were able to distinguish science ideas presented in the media and made science content connections from previous classroom learning. Implications suggest how teachers can utilize weapons of mass instruction, the tools of media technology, to fight against the challenges that plague our current system of education.

  15. Improving Web-Based Student Learning Through Online Video Demonstrations

    Science.gov (United States)

    Miller, Scott; Redman, S.

    2010-01-01

    Students in online courses continue to lag their peers in comparable face-to-face (F2F) courses (Ury 2004, Slater & Jones 2004). A meta-study of web-based vs. classroom instruction by Sitzmann et al (2006) discovered that the degree of learner control positively influences the effectiveness of instruction: students do better when they are in control of their own learning. In particular, web-based courses are more effective when they incorporate a larger variety of instructional methods. To address this need, we developed a series of online videos to demonstrate various astronomical concepts and provided them to students enrolled in an online introductory astronomy course at Penn State University. We found that the online students performed worse than the F2F students on questions unrelated to the videos (t = -2.84), but that the online students who watched the videos performed better than the F2F students on related examination questions (t = 2.11). We also found that the online students who watched the videos performed significantly better than those who did not (t = 3.43). While the videos in general proved helpful, some videos were more helpful than others. We will discuss our thoughts on why this might be, and future plans to improve upon this study. These videos are freely available on iTunesU, YouTube, and Google Video.

  16. Case Series

    African Journals Online (AJOL)

    calciphylaxis is prevention through rigorous control of phosphate and calcium balance. We here present two ... The authors declared no conflict of interest. Introduction. Calciphylaxis is a rare but serious disorder .... were reported to resolve the calciphylaxis lesions in a chronic renal failure patient [20]. In a series of five.

  17. Fourier Series

    Indian Academy of Sciences (India)

    polynomials are dense in the class of continuous functions! The body of literature dealing with Fourier series has reached epic proportions over the last two centuries. We have only given the readers an outline of the topic in this article. For the full length episode we refer the reader to the monumental treatise of. A Zygmund.

  18. Case series

    African Journals Online (AJOL)

    abp

    13 oct. 2017 ... This is an Open Access article distributed under the terms of the Creative Commons Attribution ... Bifocal leg fractures pose many challenges for the surgeon due to .... Dans notre serie, le taux d'infection est reste dans un.

  19. Fourier Series

    Indian Academy of Sciences (India)

    The theory of Fourier series deals with periodic functions. By a periodic ..... including Dirichlet, Riemann and Cantor occupied themselves with the problem of ... to converge only on a set which is negligible in a certain sense (Le. of measure ...

  20. Content-based video retrieval by example video clip

    Science.gov (United States)

    Dimitrova, Nevenka; Abdel-Mottaleb, Mohamed

    1997-01-01

    This paper presents a novel approach for video retrieval from a large archive of MPEG or Motion JPEG compressed video clips. We introduce a retrieval algorithm that takes a video clip as a query and searches the database for clips with similar contents. Video clips are characterized by a sequence of representative frame signatures, which are constructed from DC coefficients and motion information (`DC+M' signatures). The similarity between two video clips is determined by using their respective signatures. This method facilitates retrieval of clips for the purpose of video editing, broadcast news retrieval, or copyright violation detection.