Literature DB >> 11843095

Teaching neuroscience through Web adventures: adolescents reconstruct the history and science of opioids.

Leslie Miller1, Heidi Schweingruber, Robert Oliver, Janice Mayes, Donna Smith.   

Abstract

New technological and cultural developments surrounding adolescents' use of the World Wide Web offer an opportunity for turning aspects of the Internet gaming phenomenon to the advantage of neuroscience education. Specifically, an experimental project to transmit aspects of problem-based learning and the National Science Standards through an interactive Web adventure is reported here. The Reconstructors is an episodic Web-based adventure series entitled Medicinal Mysteries from History. It is funded by the National Institute on Drug Abuse, and the first series focuses on opioids. It was created with the input of middle school students and teachers. Through the use of multimedia technologies, middle school students enter a futuristic world in which they become "reconstructors," members of an elite scientific unit charged with recovering lost medical knowledge about analgesic drugs. Two of the four episodes have been evaluated through a comprehensive review process involving middle school students, teachers, neuroscience researchers, and clinicians. Analysis of the pretest and posttest scores demonstrated significant knowledge gain that validly can be attributed to use of the game. These data provide evidence that science content can be transmitted through innovative online techniques without sacrificing compelling content or effective pedagogical strategies.

Entities:  

Mesh:

Substances:

Year:  2002        PMID: 11843095     DOI: 10.1177/107385840200800106

Source DB:  PubMed          Journal:  Neuroscientist        ISSN: 1073-8584            Impact factor:   7.519


  9 in total

1.  Efficacy of MedMyst: an Internet Teaching Tool for Middle School Microbiology.

Authors:  Leslie M Miller; Janette Moreno; Vicky Estrera; David Lane
Journal:  Microbiol Educ       Date:  2004-05

2.  An online, interactive approach to teaching neuroscience to adolescents.

Authors:  Leslie Miller; Janette Moreno; Irmgard Willcockson; Donna Smith; Janice Mayes
Journal:  CBE Life Sci Educ       Date:  2006       Impact factor: 3.325

Review 3.  Acceptability of an Online Health Videogame to Improve Diet and Physical Activity in Elementary School Students: "Fitter Critters"

Authors:  Kristin L Schneider; John Ferrara; Bri Lance; Andrew Karetas; Susan Druker; Emily Panza; Barbara Olendzki; Victoria Andersen; Lori Pbert
Journal:  Games Health J       Date:  2012-08

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

Authors:  Joel Epstein; Jeffrey Noel; Megan Finnegan; Kate Watkins
Journal:  J Child Adolesc Subst Abuse       Date:  2016-05-26

5.  Engaging youth in the design of prescription opioid safety education for schools.

Authors:  Olufunmilola Abraham; Lisa Szela; Kelsey Brasel; Margaret Hoernke
Journal:  J Am Pharm Assoc (2003)       Date:  2021-10-20

6.  Teaching the biological consequences of alcohol abuse through an online game: impacts among secondary students.

Authors:  Yvonne Klisch; Leslie M Miller; Margaret E Beier; Shu Wang
Journal:  CBE Life Sci Educ       Date:  2012       Impact factor: 3.325

7.  Examining an online microbiology game as an effective tool for teaching the scientific process.

Authors:  Kristi G Bowling; Yvonne Klisch; Shu Wang; Margaret Beier
Journal:  J Microbiol Biol Educ       Date:  2013-05-06

8.  "Do octopuses have a brain?" Knowledge, perceptions and attitudes towards neuroscience at school.

Authors:  Alessandra Sperduti; Federica Crivellaro; Paola Francesca Rossi; Luca Bondioli
Journal:  PLoS One       Date:  2012-10-17       Impact factor: 3.240

9.  The Impact of a Science Education Game on Students' Learning and Perception of Inhalants as Body Pollutants.

Authors:  Yvonne Klisch; Leslie M Miller; Shu Wang; Joel Epstein
Journal:  J Sci Educ Technol       Date:  2012-04-01       Impact factor: 2.315

  9 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.