An Investigation of Current Online Educational Games

2011 ◽  
pp. 1666-1681
Author(s):  
Yufeng Qian

Electronic games are becoming an important part of many American children’s life today. Electronic educational gaming, as a new instructional technique and media, holds great potential for the new millennium of learners. To reflect the preferences and meet the needs of this generation of learners, many various online games for educational purposes are made available?the sheer number of existing educational games is overwhelming. The purpose of this chapter is to investigate the current state of educational games on the Internet, targeting K-12 learners in the United States. Major game providers and salient design features are identified, and future directions of game development for educational purposes are discussed.

Author(s):  
Yufeng Qian

Electronic games are becoming an important part of many American children’s life today. Electronic educational gaming, as a new instructional technique and media, holds great potential for the new millennium of learners. To reflect the preferences and meet the needs of this generation of learners, many various online games for educational purposes are made available?the sheer number of existing educational games is overwhelming. The purpose of this chapter is to investigate the current state of educational games on the Internet, targeting K-12 learners in the United States. Major game providers and salient design features are identified, and future directions of game development for educational purposes are discussed.


2020 ◽  
Vol 27 (4) ◽  
pp. 336-343.e1
Author(s):  
Beatrice P. Concepcion ◽  
Sami Alasfar ◽  
Swee-Ling Levea ◽  
Priyamvada Singh ◽  
Alexander Wiseman

Cancers ◽  
2020 ◽  
Vol 12 (5) ◽  
pp. 1185 ◽  
Author(s):  
Trace M. Jones ◽  
Jennifer S. Carew ◽  
Steffan T. Nawrocki

Kidney cancer is the 7th most prevalent form of cancer in the United States with the vast majority of cases being classified as renal cell carcinoma (RCC). Multiple targeted therapies have been developed to treat RCC, but efficacy and resistance remain a challenge. In recent years, the modulation of autophagy has been shown to augment the cytotoxicity of approved RCC therapeutics and overcome drug resistance. Inhibition of autophagy blocks a key nutrient recycling process that cancer cells utilize for cell survival following periods of stress including chemotherapeutic treatment. Classic autophagy inhibitors such as chloroquine and hydroxychloroquine have been introduced into phase I/II clinical trials, while more experimental compounds are moving forward in preclinical development. Here we examine the current state and future directions of targeting autophagy to improve the efficacy of RCC therapeutics.


Author(s):  
Juan Carlos Arango Lasprilla ◽  
Laiene Olabarrieta-Landa ◽  
Isabel Gonzalez ◽  
Giselle Leal ◽  
José Enrique Álvarez Alcántara ◽  
...  

This chapter presents the history of neuropsychology in Latin America during five main periods. Prior to 1950, the term “neuropsychology” was rarely used. The development of this specialty in Latin America did not take place until the second half of the 20th century, centered primarily in Argentina and Uruguay. Historically, the development of neuropsychology has been slowed down by local wars, armed conflicts, and dictatorships. During the Second World War, intellectuals and scientists in neuroscience emigrated to Latin America and helped to advance the field. The period between 1970 and 1999 was mainly characterized by the evolution of neuropsychology in Colombia and Mexico and by the influence of the United States in Latin American neuropsychology. From 2000 until 2017, neuropsychology experienced a rapid growth, including establishment of graduate programs, societies, clinics/centers, Latin American scientific journals, and research publications, as well as the creation of Spanish language neuropsychological tests. As of 2018, most professionals in neuropsychology in Latin America work in private practices or universities, and their main activity is assessment and diagnosis of neurodevelopmental and neurodegenerative disorders, although they also engage in rehabilitation and teaching activities. Due to the lack of written records, there is scarce information regarding the history and current state of neuropsychology in some Latin American countries, including Belize, Haiti, and the Dominican Republic. Current barriers to the advancement of the field and future directions to improve the current situation are described.


1993 ◽  
Vol 13 (4) ◽  
pp. 293-315 ◽  
Author(s):  
Gust A. Yep

In the United States, HIV/AIDS is invisible in Asian and Pacific Islander (A/PI) communities even though it has affected them since 1981. As the AIDS crisis enters its second decade, A/PI communities continue to face a classic Catch-22: They receive modest, if any, funding for services, education, or research because there are relatively few reported Asian AIDS cases, but no one can financially, socially, and ethically afford to wait for an explosion of HIV infection in these communities. This article, using the AIDS Risk Reduction Model (ARRM) as an organizing framework, reviews, analyzes, and integrates the current state of knowledge, attitudes, beliefs, and behaviors associated with HIV/AIDS among Asians and Pacific Islanders. Implications for community health education programs and future directions for research are discussed.


2021 ◽  
pp. 84-90
Author(s):  
Prykhodkina N.O.

The USA is a leader in the production of computer and online games for use in the educational process of schools.Purpose. The article examines the experience of the United States of America on the use of gamification technology for the development of student media literacy. The author explains the effectiveness of the gamification method.Methods. The specific search, systemic methods, methods of logical-historical analysis, comparison, generalization, and study of scientific approaches to the selected problematic were used in the process of research.Results. The author analyzed Globaloria. It is an online learning platform for teaching students to design, prototype, and code educational web/mobile games and simulations using industry standard technologies. Globaloria is used to develop media literacy at the schools of the United States of America. The article presents a selection of games for the development of media literacy. In particular, the article describes the possibilities of using the online game “Factitious", the essence of which is to determine the reliability of information. The simulation online game “Newsfeed defenders” is offered to increase the level of literacy in social networks and news. The online games “Fakey” and “Interland” teach students how to properly disseminate latest news on social networks. The online educational game “BBC Reporter” teaches children to spot misinformation on the Internet. The author suggests using the educational game “Go Viral!” to teach students to separate facts from fakes about Covid-19. “Be Internet awesome” contains several games: “Mindful mountain”, “Tower of treasure”, “Reality river”, “Reality river”, “Kind kingdom”. These games teach children to create strong passwords, to display fake profiles and phishing, to be kind to others and report cyber bullies.Conclusions. The educational online-games for the development of media literacy appear every yearin the United States. Gamification is an effective method for developing students’ skills in media literacy and critical thinking, preparing them for a life that is oversaturated with digital information.Key words: media education, game, online game, educational process, students, fake, educational platform, manipulation, digital technologies. США є лідером з виробництва комп’ютерних та онлайн-ігор для використання в освітньому процесі закладів середньої освіти. Мета статті – проаналізувати досвід Сполучених Штатів Америки щодо використання технології гейміфікації для розвитку медіаграмотності учнів.Методи. У процесі дослідження використано конкретно-пошуковий та системний методи, методи логі-ко-історичного аналізу, порівняння, узагальнення, вивчення наукових підходів до вибраної проблематики.Результати. Авторкою проаналізована Globaloria – онлайн-навчальна платформа, орієнтована на навчальні програми K-12, щоб навчити учнів розробляти, створювати прототипи та кодувати навчаль-ні веб-/мобільні ігри та моделювати за допомогою стандартних галузевих технологій. У статті пода-но добірку ігор, що використовуються у закладах середньої освіти для розвитку медіаграмотності. Зокрема, описано можливості використання онлайн-ігор “Factitious”, “Newsfeed defenders”, суть яких полягає у визначенні достовірності інформації, зокрема, у соціальних мережах і новинах. У “Fakey” та “Interland” учні можуть проходити вікторини, що містять останні новини, вчаться правильно поши-рювати їх у соціальних мережах. Онлайн-ігри “BBC Іreporter”, “Go Viral!” навчають дітей віком від 11 до 18 років виявляти дезінформацію в Інтернеті, відокремлювати факти від вигадок (фейків) про Covid-19. “Be Internet awesome” містить міні-ігри “Mindful mountain”, “Tower of treasure”, “Reality river”, “Kind kingdom”, де учні вчаться обмінюватися інформацією в Інтернеті тільки з тими, кому вони довіряють, створювати надійні паролі, виявляти підроблені профілі і фішинг.Висновки. Для розвитку медіаграмотності школярів у США з кожним роком з’являється все біль-ше ресурсів, інструментів та навчальних ігор. Ефективність методу гейміфікації пояснюється тим, що у разі його використання інформація засвоюється на підсвідомому рівні. Гейміфікація є ефективним методом для розвитку в учнів навичок медіаграмотності та критичного мислення, підготовки їх до життя, перенасиченого цифровою інформацією.Ключові слова: медіаосвіта, гра, онлайн-гра, освітній процес, учні, фейк, навчальна платформа, маніпуляція, цифрові технології.


2020 ◽  
Vol 34 (1) ◽  
pp. 31-34 ◽  
Author(s):  
Norman E. Ouzts ◽  
Igor Himelfarb ◽  
Bruce L. Shotts ◽  
Andrew R. Gow

The objective of this paper is to describe changes made to chiropractic national board examinations in the United States, including methodologies in test scoring, and to discuss future directions in test development and administration being considered by the National Board of Chiropractic Examiners (NBCE). Additionally, this paper serves as an introduction to the articles written by the NBCE staff and published in this issue of the journal. Statistical perspective on the properties of a test are presented, and reasons for the NBCE moving to item response theory for test scoring are described. NBCE consideration of on-demand testing and changes implemented in the Part IV practical examination are also discussed.


2016 ◽  
Vol 1 (4) ◽  
pp. 390-400 ◽  
Author(s):  
David Herlihy ◽  
Yu Zhang

From the standard economic rationale, music copyright supports the rights of authors and creators to exclude competitors and the public from accessing and copying their works to the extent necessary to provide incentive to recover the investment they made in creating those works. The necessary extent in music copyright is from the interplay of three historical drivers of copyright policy—technology (which makes things possible), the market (which gives rise to consumer demand and companies delivering goods and services to satisfy those consumers), and the law (which determines the rules of the road). Due to differences in cultural traditions and historical developments, these processes have been different for the United States and China. This “In Focus” report briefly explores intellectual property and music copyright in these two countries from an historical perspective, comments on their current state, and reflects on future directions.


Sign in / Sign up

Export Citation Format

Share Document