Visualization of the human eye

2018 ◽  
Vol 14 (1) ◽  
Author(s):  
Anna Sochocka ◽  
Liwia Leś ◽  
Rafał Starypan

Abstract Simulators designed to simulate real organs or activities can be valuable tools in the process of medical training. The main purpose of screen-based computer simulators is to train and assess knowledge and decision-making in medical practice. The presented application is in the form of an educational game, which is a subcategory of serious games. The game is supposed to help learn the anatomy of a normal and a pathological human eye. It is dedicated mainly to high school students in biology classes and medical professionals. The interaction mode is a single player. Users have three main ways of learning the eye anatomy: the Anatomical Model, the Quiz, and the Disorder Catalogue. The Anatomical Model presents the elements of the normal anatomy of the visual system as well as its detailed description. In the “Quiz” mode, users can check their own knowledge of the eye anatomy in the question and answer mode. The “Disorder Catalogue” contains a description of the selected eye defects and models displaying vision before and after correction.

e-NARODROID ◽  
2018 ◽  
Vol 4 (2) ◽  
pp. 25-34
Author(s):  
Rizky Parlika ◽  
Luthfiyatul ‘Azizah ◽  
Anggoro Cahyo Nugroho ◽  
Devi Anugrah Putri ◽  
Stevanus Frangky Handono

Abstract : Serious game is one of the kind that made not only for entertaiment but also has other functions such as learning or education, training, advertising, simulation, health and others. Nowadays many games are already used as a learning or education. Educational games are usually applied based on age stages or its genre. Educational games can  help to train The thinking ability and the logic skill for it players. The learning methods that using games are expected to be more interesting and understandable for it players. This paper is discussed about an educational game concept as a learning media for high school students specialized for physics subject. This game is an android-based game that expected to be directly implemented into their smartphones and can be played anywhere. This Physics Learning Game is made used App Inventor 2 (AI2). Keywords: Serious Games, android, educational Games, App Inventor 2, Physics


2013 ◽  
Vol 19 (1) ◽  
pp. 28
Author(s):  
Hamda Situmorang ◽  
Manihar Situmorang

Abstract Implementation of demonstration method in the teaching of chemistry is assigned as the right strategy to improve students’ achievement as it is proved that the method can bring an abstract concept to reality in the class. The study is conducted to vocational high school students in SMKN1 Pargetteng getteng Sengkut Pakfak Barat at accademic year 2013. The teaching has been carried out three cycles on the teaching of chemistry topic of colloid system. In the study, the class is divided into two class, experiment class and control class. The demontration method is used to teach students in experimental class while the teaching in control class is conducted with lecture method. Both are evaluated by using multiple choise tests before and after the teaching procedures, and the ability of students to answer the problems are assigned as students’ achievements. The results showed that demonstration method improved students’ achievement in chemistry. The students in experimental class who are taughed with demonstration method (M=19.08±0.74) have higher achievements compare with control class (M=12.91±2.52), and both are significantly different (tcalculation 22.85 > ttable 1.66). The effectivity of demostration method in experimental class (97%) is found higer compare to conventional method in control class (91%).


2021 ◽  
pp. 104687812110326
Author(s):  
Adeel Arif ◽  
Amber Arif ◽  
Kimberly Anne Fasciglione ◽  
Farrukh Nadeem Jafri

Abstract: Background Locations concentrated with High School (HS) students tend to have lower out-of-hospital cardiac arrest (OHCA) survival rates. Mobile applications (apps) have the capability to augment cardiopulmonary resuscitation (CPR) skill retention as a low-cost, accessible training method. Methods An iterative process to develop an app to reinforce CPR skills emphasizing hand placement, compression rate, real-time feedback, and recurring tips is described. The app was tested on HS students to measure its impact on quality and comfort of CPR using Likert surveys and skills assessments before and after one month of usage. CPR Score and compression rate were measured using the Laerdal™ Little Anne Manikin QCPR software. Results Fourteen HS students participated in a prospective observational study. It was found that the use of the developed app was associated with improved CPR performance (80.43% v. 87.86%, p=0.01-0.02, 95% CI=2.20-12.66) after one month. Additionally, improvements were demonstrated in compression rate accuracy (21.43% v. 64.29%, p=0.041, 95% CI=0.132-0.725), increased comfort performing CPR (3.86 v. 4.79, p<0.001, 95% CI =0.99-1.00) and comfort performing CPR on strangers (2.71 v. 4.42, p<0.001, 95% CI=1.24-2.19). In addition, for every time the app was used, CPR performance increased by 0.5668% (p=0.0182). Conclusion Findings suggest that mobile apps may have promising implications as augmentative tools for CPR curriculums.


2021 ◽  
Vol 8 (4) ◽  
Author(s):  
joseph shrand ◽  
madeline digiovanni ◽  
dana lee ◽  
anita kishnore ◽  
andres martin

Objective: Drug Story Theater (DST) is a peer-to-peer intervention that engages teenagers in the early stages of their recovery to develop shows about the seduction of, addiction to, and recovery from drugs and alcohol. Methods: We analyzed anonymous surveys completed by students before and after attending a DST performance, and transcripts of focus group interviews conducted with (1) program developers, (2) stakeholders, (3) performers, and (4) audience members. Results: Students (N = 871) from 5 schools attended one of 2 DST performances. Participants demonstrated increased knowledge on 5 fact-based questions (mean improvement range, 19%- 35%; p < .001 for all), and favorable changes on 10 items addressing perceptions regarding substance use risk (paired t test range, 3.9-9.4; p < .001 for all). Through iterative thematic analysis we developed an alliterative “7P” model spanning 2 domains: (1) Participants (Performers and Peers); and (2) Program (Partnerships, Practicalities, and Prevention). Conclusions: Exposure to a DST performance improved knowledge and risk perceptions about addiction among middle and high school students. It remains to be seen if those changes can have an effect on the prevention of substance use and dependence among vulnerable youth, and whether the active components of DST can be replicated in other school environments.


EDUSAINS ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 114-121
Author(s):  
Rosita Putri Rahmi Haerani

AbstractIn education, many empirical studies have shown evidence that video games have the potential to improve student learning outcomes, but there is still great controversy in the literature regarding the impact of video game. More evidence is needed to convince educators and researchers regarding the actual value and the efficiency of video game in learning science. The purpose of this study was to examine the use of video game in learning to improve the mastery of concepts about the interaction of living beings and the environment of junior high school students who played the “Selamatkan Dunia Digital!” educational gaming application that has been developed by author in previous studies. This weak experimental study collected pretest and posttest results to determine students' mastery of concepts before and after Intervention. Normalized Gain of the pretest and posttest are assumed to be the effect of the intervention. The results show a low increasing mastery of concept by students who learned by playing game, so this study stated that learning science by using instructional video game media are still not able to facilitate mastery of concept of students.Keywords: interactive media; video game; mastery of conceptsAbstrakDalam dunia pendidikan, banyak penelitian empiris telah berhasil menunjukkan bukti bahwa video game memiliki potensi dalam meningkatkan hasil belajar siswa, tetapi kontroversi besar masih ada pada literatur mengenai pengaruh game yang sebenarnya. Dibutuhkan lebih banyak bukti untuk meyakinkan pendidik dan peneliti mengenai nilai aktual dan efisiensi pembelajaran menggunakan video game. Penelitian ini dilakukan untuk mengetahui penggunaan game dalam pembelajaran untuk meningkatkan penguasaan konsep tentang Interaksi makhluk hidup dengan lingkungan siswa SMP.  Game yang digunakan dalam penelitian ini adalah game yang berjudul “Selamatkan Dunia Digital!” yang telah dikembangkan oleh peneliti pada penelitian sebelumnya. Penelitian ini merupakan penelitian eksperimen semu, dengan desain The one-Group Prettest-Posttest Design untuk memperoleh gambaran penguasaan konsep siswa sebelum dan sesudah perlakuan. Peningkatan nilai pada pretest dan posttest diasumsikan merupakan efek dari perlakuan. Hasil penelitian ini menunjukkan bahwa peningkatan nilai N-gain rata-rata siswa masih dalam kategori rendah, dan pencapaian skor posttest rata-rata siswa juga masih rendah, sehingga dapat disimpulkan bahwa pembelajaran IPA dengan menggunakan media pembelajaran media video game masih belum dapat memfasilitasi penguasaan konsep IPA siswa pada konsep Interaksi Makhluk Hidup dengan Lingkungan.Kata Kunci: media pembelajaran interaktif; video game; penguasaan konsep Permalink/DOI: http://dx.doi.org/10.15408/es.v8i2.1576


Author(s):  
Noemí Pena Miguel ◽  
Máximo Sedano-Hoyuelos

ABSTRACTThe introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also training and enhancing skills in areas such as health, marketing, education, etc. The game was associated with childhood and youth but serious games search for promoting, strengthening and giving added value to the teaching and learning process for all ages. One of the most crucial factors for successful educational games is their ability to maintain an individual learner’s motivation and interest by adapting the individual learning and gaming experience to each learner’s needs, preferences, goals, and abilities. For this reason, Serious Games need tutoring and dynamization. The aim of this paper is to analyze a specific experience success in the use of Serious Games for training. It details how this serious game can enhance different skills in each of the phases of the game. This Serious Game was used to promote innovation among High School students and students at Vocational Training Centres. The users must manage a supermarket trying to get the best results possible by taking a series of both strategic and operational decisions. Through an econometric regression model, we have analyzed the results of its use by a group of High School students and Vocational Training School students.RESUMENLos Serious Games son juegos cuyo fin va más allá del mero entretenimiento y persiguen transmitir contenidos, valores, potenciar habilidades y competencias e incluso servir como herramienta de marketing al utilizarse como medio publi-citario. En los últimos años, las TIC han ido tomando protagonismo en el ámbito educativo y formativo y los Serious Games están jugando un papel fundamental como herramientas formativas. El juego anteriormente se asociaba a las etapas de la infancia y la juventud pero los Serious Games pretenden potenciar, reforzar y dar un valor añadido importante al proceso de enseñanza y al proceso de aprendizaje para todas las edades. No obstante, para que los Serious Games alcancen todo su potencial como herramienta en el proceso de aprendizaje, es necesario complementarlos con una buena tutorización y dinami-zación que guíe dicho aprendizaje. Sin duda, sin la labor tutorial, los Serious Games pierden eficacia en su objetivo de poten-ciar el aprendizaje. El objeto de estudio del presente trabajo es analizar una experiencia de éxito concreta en el uso de los Serious Games para el ámbito formativo. En él se detalla cómo a través de un juego que se ha utilizado entre los alumnos de Bachillerato y Formación Profesional se pueden potenciar diferentes competencias en cada una de las fases del mismo. En él, el usuario debe gestionar un supermercado tratando de obtener los mejores resultados posibles tomando una serie de decisio-nes tanto estratégicas como operativas. A través de un modelo econométrico de regresión de elaboración propia analizaremos los resultados obtenidos en su utilización por un grupo de estudiantes de Formación Profesional y Bachillerato. Contacto principal: [email protected]


2019 ◽  
Vol 10 (1) ◽  
pp. 13-20
Author(s):  
Rita Rena Pudyastuti

Learning outside the classroom (outdoor study) is an effort to create learning, to avoid boredom and perceptual learning only in class. The approach to learning outside the classroom uses several methods such as assignment, question and answer, and learning while doing or practicing with learning situations while playing. Students get bored quickly with conventional methods. This study aims to determine the effectiveness of pre and post test using the method of learning outdoor study on Communication subjects to increase the learning achievement of Nursing Health Department Vocational High School students totaling 80 students. The design of this study is Quasi Experiment research. Data collection methods that will be used in this study are pre test and post test questionnaires distributed to students of the Nursing Department, before and after the Communication teaching and learning process using outdoor teaching methods and conventional methods. To analyze data using paired T Test. The results obtained are that there is a significance between the pre test and post test of the learning outdoor method, which is 0.00. But the use of conventional methods is not significant with a result of 0.50. Keywords: Learning method, outdoor, conventional


2020 ◽  
Vol 8 (1) ◽  
pp. 1
Author(s):  
Tjung Hauw Sin ◽  
Nurul Ihsan

This study aims to look at the effect of martial arts exercises on changes in adolescent personality. The sample of this study was Yadika Lubuklinggau High School students who participated in pencak silat extracurricular activities, totaling 22 people. The sampling technique is a total sampling technique. The hypothesis proposed in this study is that martial arts exercises provide a significant influence on changes in adolescent personality. The design of this study is one group pretest-posttest. Data collection techniques using a questionnaire with Likert Scale. The data in this study are the answers of the sample parents regarding their daily personalities both before and after pencak silat training. Hypothesis testing with a t-test at a significant level of 0.05%. Based on testing the research hypothesis using the t-test statistical analysis it is known that the t-value is 3,227, while the t-table value is 1,720. Thus, it can be concluded that the hypothesis proposed in this study was accepted. The conclusion that can be drawn in this study is that martial arts exercises provide effects on changes in adolescent personality.


This research focused on pre-service mathematics teachers’ sharing of knowledge through reciprocal peer feedback. In this study, pre-service teachers were divided into groups of five and engaged in an online reciprocal peer feedback activity. Specifically, after creating an individual concept map indicating high school students’ possible solutions to an algebra problem, pre-service teachers shared their individual maps with team members and engaged in online discussion, commenting on the concept maps of other group members and responding to peers’ feedback. Similarities in team members’ knowledge representations before and after this peer feedback activity were compared in order to analyze their knowledge convergence. It was found that a team member’s knowledge was more likely to match that of other team members after the online reciprocal peer feedback activity. Qualitative analysis was also conducted in order to explore the possible influence of a team’s interaction process on members’ knowledge convergence. It was also found that, after engaging in this peer feedback process, pre-service teachers demonstrated greater improvement in their convergence of concepts relating to problem-solving strategies than in the concepts representing problem context and domains.


The goal of this study was to see whether task-based instruction could enhance EFL students' writing fluency and accuracy. Sixty grade 11 students from two complete classrooms at Dai An High School in Tra Vinh Province, Vietnam, participated in this research. The experimental group was taught to write essays using task-based training, whereas the control group was trained using product-based training. Writing skills were assessed before and after the exam. The fourteen-week intervention with task-based training showed significant improvements in post-test scores for the experimental group. The current study also developed a fresh and innovative teaching strategy to help local teachers enhance their performance.


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