Evidence map›Paper›PMID 31105416›Full record

ArticleJournal of science education and technology2018

Learning Neuroscience with Technology: A Scaffolded, Active Learning Approach.

Katrina B Schleisman, S Selcen Guzey, Richard Lie, Michael Michlin, Christopher Desjardins, Hazel S Shackleton, August C Schwerdfeger, Martin Michalowski, Janet M Dubinsky

Abstract read
In one paragraph

Article in Journal of science education and technology, 2018. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed.

  1. Article
  2. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

9 authors.

Katrina B SchleismanAndamio Games, 111 Third Avenue South, Suite 100, Minneapolis, MN, 55401.
S Selcen GuzeyPurdue University, Department of Curriculum & Instruction, 4108 Beering Hall, 100 North University Street, West Lafayette, IN, 47907.
Richard LiePurdue University, Department of Biological Sciences, 915 West State Street, West Lafayette, IN, 47907.
Michael MichlinUniversity of Minnesota, Center for Applied Research & Educational Improvement, 1954 Buford Avenue, Suite 425, St. Paul, MN, 55108.
Christopher DesjardinsUniversity of Minnesota, Center for Applied Research & Educational Improvement, 1954 Buford Avenue, Suite 425, St. Paul, MN, 55108.
Hazel S ShackletonAndamio Games, 111 Third Avenue South, Suite 100, Minneapolis, MN, 55401.
August C SchwerdfegerAndamio Games, 111 Third Avenue South, Suite 100, Minneapolis, MN, 55401.
Martin MichalowskiAndamio Games, 111 Third Avenue South, Suite 100, Minneapolis, MN, 55401.
Janet M DubinskyUniversity of Minnesota, Department of Neuroscience, 6-145 Jackson Hall, 321 Church Street Southeast, Minneapolis, MN, 55455.ORCID 0000-0001-9520-3780

Funding

iNeuron: A contemporary platform for neuroscience educationR44MH096674 · NIMH · ADVENTIUM ENTERPRISES · PI DUBINSKY, JANET M, MICHALOWSKI, MARTIN · 2014 to 2015
$1.1M
iNeuron: A contemporary platform for neuroscience educationR43MH096674 · NIMH · ADVENTIUM ENTERPRISES · PI DUBINSKY, JANET M, MICHALOWSKI, MARTIN · 2011 to 2012
$500k
NIMH NIH HHS R43 MH096674NIMH NIH HHS R44 MH096674
6 · The paper itself

Abstract

Mobile applications (apps) for learning technical scientific content are becoming increasingly popular in educational settings. Neuroscience is often considered complex and challenging for most students to understand conceptually. iNeuron is a recently developed iOS app that teaches basic neuroscience in the context of a series of scaffolded challenges to create neural circuits and increase understanding of nervous system structure and function. In this study, four different ways to implement the app within a classroom setting were explored. The goal of the study was to determine the app's effectiveness under conditions closely approximating real-world use, and to evaluate whether collaborative play and student-driven navigational features contributed to its effectiveness. Students used the app either individually or in small groups, and used a version with either a fixed or variable learning sequence. Student performance on a pre- and post- neuroscience content assessment was analyzed and compared between students who used the app and a control group receiving standard instruction, and logged app data were analyzed. Significantly greater learning gains were found for all students who used the app compared to control. All four implementation modes were effective in producing student learning gains relative to controls, but did not differ in their effectiveness to one another. In addition, students demonstrated transfer of information learned in one context to another within the app. These results suggest that teacher-led neuroscience instruction can be effectively supported by a scaffolded, technology-based curriculum which can be implemented in multiple ways to enhance student learning.

Indexed as

educational gameseducational technologyneuroscience educationstudent learning

Identifiers

PMID31105416
PMCPMC6519481

What OpenQuestion holds

Textmetadata
LicenceTDM
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.