This team of researchers, led by Daniel Perani, investigated whether observation of actions reproduced in three-dimensional virtual reality would engage perceptual and visuomotor brain processes different from those induced by the observation of real hand actions. Participants were asked to passively observe grasping actions of geometrical objects made by a real hand or by hand reconstructions of different quality in 3D virtual reality as well as on a 2D TV screen. They found that only real actions in a natural environment activated the visuospatial network including the right posterior parietal cortex. Observation of virtual-reality hand actions engaged prevalent visual perceptual processes within lateral and mesial occipital regions. Thus, only perception of actions in reality, maps onto existing action representations, whereas virtual-reality conditions do not access the full motor knowledge available to the central nervous system. They also noted that the degree of realism in the reproduction of the virtual reality hand seemed to have limited effect, in particular in the engagement of right hemispheric structures. This means that virtual reality cannot substitute for reality because they are not processed by the same neural networks.
Friday, July 17, 2009
Reality vs Virtual Reality?
This team of researchers, led by Daniel Perani, investigated whether observation of actions reproduced in three-dimensional virtual reality would engage perceptual and visuomotor brain processes different from those induced by the observation of real hand actions. Participants were asked to passively observe grasping actions of geometrical objects made by a real hand or by hand reconstructions of different quality in 3D virtual reality as well as on a 2D TV screen. They found that only real actions in a natural environment activated the visuospatial network including the right posterior parietal cortex. Observation of virtual-reality hand actions engaged prevalent visual perceptual processes within lateral and mesial occipital regions. Thus, only perception of actions in reality, maps onto existing action representations, whereas virtual-reality conditions do not access the full motor knowledge available to the central nervous system. They also noted that the degree of realism in the reproduction of the virtual reality hand seemed to have limited effect, in particular in the engagement of right hemispheric structures. This means that virtual reality cannot substitute for reality because they are not processed by the same neural networks.
Friday, July 10, 2009
Game Changer
Digital media have dramatically transformed children’s play. From the preschool years on, millions of American children are actively immersed in play within a new, virtual playground.
Research now offers solid evidence that children learn important content, perspectives, and vital “21st-century skills” from playing digital games.
In their recent review of learning and games, Moving Learning Games Forward, Klopfer, Osterweil, and Salen (2009) categorize different types of learning that are possible with games. For example:
- Content (from rich vocabulary to science to history)
- Skills (from literacy to math to complex problem-solving)
- Creation of artifacts (from videos to software code)
- Systems thinking (how changing one element affects relationships as a whole)
Research has begun to document a number of powerful potential benefits from digital-media play, including positive social growth (more peer interaction around common interests), cognition (greater motivation to read and solve problems), and health (better understanding of the importance of healthy behaviors, improved self-care skills, more self-confidence and drive
to carry out those skills).
- Motivation to learn
- Perception and coordination
- Thinking and problem-solving
- Knowledge
- Skills and behaviors
- Self-regulation and therapy
- Self concepts
- Social relationships
- Attitudes and values
When parents and teachers were asked to rate digital media’s potential as an educational tool, they said that they viewed the internet, computer programs, and CD-Roms as having more educational potential than other forms of digital media, likely because they require kids to use their reading and writing skills.
At Neuropath Learning we go one step further in providing online computer games for children that foster their critical thinking skills and reinforce important concepts they encounter in the classroom and in the real world. Our interactive learning tools help develop cognitive abilities and executive funtion that is required for success. For more information on our programs, visit our website at http://www.neuropathlearning.com/
Wednesday, July 1, 2009
Project Tomorrow
Under Evans' leadership, the group has made its biggest impact through a series of annual surveys, called "Speak Up." These surveys aim to collect students', teachers', and parents' views on science, math, and technology, and how to improve education for the 21st century. Since 2003, more than 850,000 K-12 students and their teachers and parents have participated in the annual online Speak Up surveys, and the surveys' findings have helped shape ed-tech policy at the federal, state, and local levels.
Here are two videos from Project Tomorrow which address LEARNING IN A GLOBAL AGE. The needs of students cannot be confined to the walls of a school building anymore; online learning and even hands on learning outside the school are now necessary to make students sucessful in life. At Neuropath Learning we noticed these gaps a while ago and have been working hard to provide students with opportunities for online learning and testing at an early age.
A new study, Learning in the 21st Century: 2009 Trends Update reports this demand for more online learning by students, as well as the online learning practices of schools today and identifies future needs. Parents believe the goal of science education is to provide critical thinking skills and creative problem solving and this is the goal of our educational products and services also.
This first video identifies a disconnect between students and educators in the use of technology in education and how schools are failing to provide students with life skills. Watch Julie Evans, Project Tomorrow CEO Speak Up in Learning to Change, Changing to Learn.
In this second video students speak up to President Obama about how to improve their schools. They have many great ideas and envision some of the same changes that we believe in need to occur. It is very inspiring to hear what they have to say.
Finally here is a slideshow of the 2007 survey showing what is lacking in science education today and what is needed to prepare and motivate student for careers in science and technology.