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通过网络冒险教授神经科学:青少年重构阿片类药物的历史与科学

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

作者信息

Miller Leslie, Schweingruber Heidi, Oliver Robert, Mayes Janice, Smith Donna

机构信息

Rice University, Center for Technology in Teaching and Learning, Houston, Texas 77251, USA.

出版信息

Neuroscientist. 2002 Feb;8(1):16-21. doi: 10.1177/107385840200800106.

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.

摘要

围绕青少年使用万维网的新技术和文化发展为将网络游戏现象的某些方面转化为神经科学教育的优势提供了契机。具体而言,本文报道了一个通过交互式网络冒险来传播基于问题的学习和国家科学标准的实验项目。《重建者》是一个基于网络的系列冒险故事,名为《历史上的医学谜团》。它由美国国家药物滥用研究所资助,第一季聚焦阿片类药物。它是在中学生和教师的参与下创作的。通过使用多媒体技术,中学生进入一个未来世界,在其中他们成为“重建者”,即一个精英科学团队的成员,负责找回有关镇痛药的失传医学知识。四个情节中的两个已经通过一个综合评估过程进行了评估,该过程涉及中学生、教师、神经科学研究人员和临床医生。对预测试和后测试分数的分析表明,知识有显著增长,这可以有效归因于游戏的使用。这些数据证明,科学内容可以通过创新的在线技术进行传播,而不会牺牲引人入胜的内容或有效的教学策略。

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