Filed under: Technology

Innovative three-dimensional technology

Innovative three-dimensional technology used in motion pictures such as Avatar will be employed by secondary science teachers following the launch of a new 3D online and CD resource for chemistry and biology this month (March).

The Primary Industry Centre for Science Education’s (PICSE) The Organic Chemistry Teaching Resource and MoleculeVisualiser provide classroom-ready activities that engage students and teachers, with the focus on Australian science.

However, it is not just these that make this resource unique; new 3D rotational technology will allow students to see molecules in a whole new light.

PICSE USQ Science Education Officer Kay Lembo said up until recently, the technology used in MoleculeVisualiser had only been used by working research scientists and PhD students.

‘We are proud to now have the transformed technology in a suitable format for secondary school students and teachers,” Ms Lembo said. The resources are free and available from http://mv.picse.net/

With this program, students simply enter the name of a molecule and hit submit. The program will bring up the molecules physical properties, its 2D and 3D image, which is fully rotational, plus practical information on how this molecule is relevant and used in the primary industries sector.

PICSE USQ Education Officer, Lisa Haller, said students would be amazed at the science and technology.

‘Industry are also excited we are promoting new, relevant science,’ Mrs Haller said.

‘The resources allow users to investigate derivative chemicals in poppies and their implications for human health, alkaloid chemicals in almonds, cheese making, fermentation in beer, and pesticides used in the cotton sector.’

The PICSE team worked closely with scientists and industry representatives to ensure the resource included the latest research and information. They also worked with teachers to ensure the activities link with the curriculum and provides practical, easy to understand teaching activities.

PICSE is a national program delivered in regional and metropolitan centres and universities throughout Australia. The program is working to attract talented students to study science, an area which is suffering from major skills shortages.

http://forensicsp.org/ is a forensic psychology web site and useful resource for  that field.
Contact Details:
Madeleine Tiller, USQ Media, +61 7 4631 1163, 0400 025 429 (more…)

April 13, 2010

Moderate use of video games can be a very useful educational tool

Video games can have a very positive influence in the education of children, and, when used in moderation, they do not harm children’s academic performance. This conclusion emerges from a research conducted by ?ngeles Llorca D?ez from the Department of Didactics of Musical, Plastic and Corporal Expression at the University of Granada, and directed by professors M? Dolores ?lvarez Rodr?guez (University of Granada) and M? ?ngeles D?ez S?nchez (University of Salamanca).

This study aimed to investigate whether attitudes of users toward video games, and how they use them, have a significant impact on cognitive variables, specifically in spatial intelligence, self-efficacy and academic performance, acknowledging the existence of structured security measures that protect the child.

To accomplish this research, Llorca D?ez analyzed a sample of 266 total participants aged between 11 and 16, together with their corresponding parents (fathers or mothers). All children were given a semi-structured interview, a survey of use and preferences in video games, two intelligence tests and an inventory of self-efficacy. Parents filled out a survey on opinions, knowledge and attitudes toward video games.

Results have revealed that boys not only play more than girls, but they start earlier, an outcome that could be related to a clearly cultural influence. In addition, it has also been observed that participants, as they play more often, they do it for longer periods of time, which in the opinion of Llorca D?ez “confirms the concern of some researchers about the possibility that some video games are addicting”.

More gender differences
There are also gender differences not only in the use that young people make of video games, but also in what they demand of them. Thus, boys are more stringent than girls, and prefer realistic, challenging, impressive and competitive games. They also like games with a very elaborate plot, containing a high level of artificial intelligence and with quite sophisticated graphic and sound elements.

More than half of parents have an unfavourable opinion about games, but, nevertheless, continue to acquire this type of entertainment for their children. Furthermore, they do not take protection criteria at the time of purchase (in the best of cases, they respect the recommended age).

Regarding the variable of academic performance, the researcher points out that “it is not only affected by the use of video games, but also hours of study and self-efficacy perception have demonstrated predictors of school success.” There are more chances that students will obtain high grades if they believe in their own ability, and the learning process did not produce anxiety.

They play on weekends
Other conclusions emerging from this research reveal that almost a third of teens play only on weekends, and, in fact, as the author of this work points out, “very few kids play every day, an encouraging result that indicates a certain degree of control.” Over 40% of children play between one and two hours “each time they play” (not on a daily or weekly basis) and only 7% of them play more than three hours. Boys not only play more often, but when they do play, the do it for longer periods of time. Finally, young people prefer “non-sports strategy” games, followed by sports and the so-called “platform” games.

About 40% of respondents have problems arising from the use of video games (usually two or three problems at once). Nevertheless, the highest percentage of problems arises from the fact that “someone tells him that he plays too much” followed by “discussions with parents.” It is noteworthy that a significant number of the participants admitted sleeping less and not doing well at school work.

Yet ?ngeles Llorca thinks that video games can represent “a very useful pedagogical tool” to encourage self-efficacy, a variable that improves academic performance. Therefore, it is necessary to encourage parents, teachers and advisers to get acquainted with this type of entertainment technology, which they should consider as part of visual communication. Likewise, motivation of children to play video games should be used as a pedagogical tool in the field of education.

The UGR researcher considers “essential” a dissemination of new technologies among educators and parents. They should acknowledge “the reality of children in this field, its use and enjoyment, in order to make the most of these games, and, at the same time, protect them from possible abuses and dangers.”

Reference: ?ngeles Llorca D?ez. Department of Didactics of Musical, Plastic and
Corporal Expression, University of Granada. Tel.: 958 242 843.
Email: tanamanca@hotmail.com

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