scholarly journals Using Web-Based Key Character and Classification Instruction for Teaching Undergraduate Students Insect Identification

2012 ◽  
Vol 22 (4) ◽  
pp. 509-521 ◽  
Author(s):  
Douglas A. Golick ◽  
Tiffany M. Heng-Moss ◽  
Allen L. Steckelberg ◽  
David. W. Brooks ◽  
Leon G. Higley ◽  
...  
Author(s):  
Nicola Orio ◽  
Berardina De Carolis ◽  
Francesco Liotard

AbstractAlthough overshadowed by visual information, sound plays a central role in how people perceive an environment. The effect of a landscape is enriched by its soundscape, that is, the stratification of all the acoustic sources that, often unconsciously, are heard. This paper presents a framework for archiving, browsing, and accessing soundscapes, either remotely or on-site. The framework is based on two main components: a web-based interface to upload and search the recordings of an acoustic environment, enriched by in- formation about geolocation, timing, and context of the recording; and a mobile app to browse and listen to the recordings, using an interactive map or GPS information. To populate the archive, we launched two crowdsourcing initiatives. An initial experiment examined the city of Padua’s soundscape through the participation of a group of undergraduate students. A broader experiment, which was proposed to all people in Italy, aimed at tracking how the nationwide COVID-19 lockdown was dramatically changing the soundscape of the entire country.


Author(s):  
Nicoletta Adamo-Villani ◽  
Hazar Dib

This article is an overview of online virtual learning environments for discovery learning. The paper defines Virtual Learning Environments and discusses literature findings on the benefits of using web-based VEs for self-directed learning. It gives an overview of the latest technologies/platforms used to develop online VEs, discusses development and delivery challenges posed by complex, information-rich web-based 3D environments, and describes possible solutions that can be adopted to overcome current limitations. The paper also presents and discusses two 3D web-deliverable virtual learning environments that were recently developed by the authors: the “Virtual Tour of the Muscatatuck State Hospital Historic District (MSHHD)” and the “VELS: Virtual Environment for Learning Surveying”. The “Interactive 3D Tour of MSHHD” is a web-based digital heritage application that uses Virtual Reality as a tool to document and preserve historic sites and educate the public about them; the “VELS” is an online virtual learning environment whose objective is to help undergraduate students learn surveying concepts and practices.


2019 ◽  
Vol 13 (03) ◽  
pp. 343-366 ◽  
Author(s):  
Vinh T. Nguyen ◽  
Rebecca Hite ◽  
Tommy Dang

Web-based virtual reality (VR) development tools are in ubiquitous use by software developers, and now, university (undergraduate) students, to move beyond using, to creating new and energizing VR content. Web-based VR (WebVR), among other libraries and frameworks, have risen as a low-cost platform for users to create rich and intuitive VR content and applications. However, the success of WebVR as an instructional tool relies on post-secondary students technological acceptance (TA), the intersectionality of a user’s perceived utility (PU) and perceived ease of use (PEOU, or convenience) with said technological tool. Yet, there is a dearth of exploratory studies of students’ experiences with the AR/VR development technologies to infer their TA. To ascertain the viability of WebVR tools for software engineering undergraduates in the classroom, this paper presents a 3-case contextual investigation of 38 undergraduate students tasked with creating VR content. In each use case, students were provided increasing freedom in their VR content development parameters. Results indicated that students demonstrated elements of technological acceptance in their selection of webVR and other platforms, and not only successfully creating rich and robust VR content (PU), but also executing these projects in a short period (PEOU). Other positive externalities observed were students exhibitions of soft skills (e.g. creativity, critical thinking) and different modes of demonstrating coding knowledge, which suggest further study. Discussed are the lessons learned from the WebVR and VR/AR interventions and recommendations for WebVR instruction. This work may be helpful for both learners and teachers using VR/AR in selecting, designing, and developing coursework materials, tools, and libraries.


Physics ◽  
2020 ◽  
Vol 2 (4) ◽  
pp. 541-570
Author(s):  
Arturo Rodríguez-Gómez ◽  
Ana Laura Pérez-Martínez

The quantum harmonic oscillator is a fundamental piece of physics. In this paper, we present a self-contained full-fledged analytical solution to the quantum harmonic oscillator. To this end, we use an eight-step procedure that only uses standard mathematical tools available in natural science, technology, engineering and mathematics disciplines. This solution is accessible not only for physics students but also for undergraduate engineering and chemistry students. We provide interactive web-based graphs for the reader to observe the shape of the wave functions for an electron and a proton when both are subject to the same potential. Each of the eight steps in our solution procedure is treated as a separate problem in order to allow the reader to quickly consult any step without the need to review the entire article.


2012 ◽  
Vol 12 ◽  
pp. 247-256
Author(s):  
Bruce J. MacFadden

Undergraduate paleontology education typically consists of formal coursework involving the classroom, laboratory, and field trips. Other opportunities exist within informal science education (ISE) that can provide students with experiences to broaden their undergraduate education. ISE includes out-of-school, “free-choice,” and/or lifelong learning experiences in a variety of settings and media, including museums, science and nature centers, national and state parks, science cafes, as well as an evergrowing variety of web-based activities. This article discusses ISE as it pertains to university paleontology education and presents examples. Students can participate in the development and evaluation of exhibits as well as assist in the implementation of museum-related educational programs with paleontological content. They also can work or intern as explainers either “on the floor” of museums, or as interpreters at science-related parks. ISE-related activities can also provide opportunities to engage in citizen science and other outreach initiatives, e.g., with undergraduates assisting in fossil digs with public (volunteer) participation and giving talks to fossil clubs. During these activities, students have the opportunity to communicate about controversial topics such as evolution, which is neither well understood nor universally accepted by the general public. Engagement in these kinds of activities provides students with a combination of specialized STEM content (paleontology, geology) and ISE practice that may better position them to pursue nontraditional careers outside of the academic arena. Likewise, for students intending to pursue an academic career, ISE activities make undergraduate students better equipped to conduct Broader Impact activities as early career professionals.


2003 ◽  
Vol 7 (3) ◽  
pp. 111-115 ◽  
Author(s):  
Luciana Corrêa ◽  
Antonio Carlos De Campos ◽  
Suzana C. O. M. Souza ◽  
Moacyr Domingos Novelli

Author(s):  
Murat Topaloglu ◽  
Harun Ozkisi

There have been great improvements in mobile technologies recently. In line with these developments, the use of mobile technologies in web based distance learning seems to be increasing day by day making learning possible via mobile devices. Both the continuous and rapid developments in mobile devices and the growing number of people with mobile phones render these technologies fruitful and actively used in many fields, including education worldwide, inclusive of our own country. Mobile learning is regarded as a reliable distant education tool for learners who wish to continue their education from outside the institutions. The study was conducted to measure the reactions of individuals to the developed mobile applications and give insight to them. The aim of this study is to identify undergraduate students’ use and attitudes of/towards mobile learning who are studying at Trakya University Kesan Yusuf Capraz School of Applied Disciplines. Observations were made about the use and the importance of mobile learning in our lives.Peer-review under responsibility of of the organizing committee of GLOBE-EDU Keywords: Distant Education; E-Learning; Mobile Devices; Mobile Learning; M-Learning


Author(s):  
Francesca Gallè ◽  
Federica Valeriani ◽  
Daniela Marotta ◽  
Andrea De Giorgi ◽  
Annalisa Bargellini ◽  
...  

Background: tattooing and piercing are increasingly common, especially among youths. However, several health complications may be associated with these practices if basic hygiene rules are not respected. This multicenter study was aimed at exploring tattoo and piercing experiences reported by a large sample of Italian undergraduate students through a public health perspective. Methods: tattooed and/or pierced students attending 12 Italian universities were asked to complete a web-based questionnaire regarding their body art experience. Results: out of 1472 respondents, 833 (56.6%) were tattooed and 1009 (68.5%) were pierced. The greatest proportion of tattooed students (93.9%) got her/his first tattoo in a tattoo studio, while most of the pierced were serviced in a jewelry store (48.0%). The pierced ones were less informed on health issues related to the procedure (56.0% versus 77.8% of tattooed p < 0.001), and tattooists were reportedly more attentive to hygiene rules (instrument sterilization 91.5% versus 79.1% of piercers, p < 0.001; use of disposable gloves 98.2% versus 71% of piercers, p < 0.001). Conclusions: educational interventions for both professionals and communities are needed to improve the awareness and the control of health risks related to body art throughout the Italian territory.


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