This course instructs students on how to develop technologies that help people …
This course instructs students on how to develop technologies that help people measure and communicate emotion, that respectfully read and that intelligently respond to emotion, and have internal mechanisms inspired by the useful roles emotions play.
This course is an investigation of affective priming and creation of rigorously …
This course is an investigation of affective priming and creation of rigorously counterbalanced, fully computerized testing paradigm. Includes background readings, study design, counterbalancing, study execution, data analysis, presentation of poster, and final paper.
This resource is a video abstract of a research paper created by …
This resource is a video abstract of a research paper created by Research Square on behalf of its authors. It provides a synopsis that's easy to understand, and can be used to introduce the topics it covers to students, researchers, and the general public. The video's transcript is also provided in full, with a portion provided below for preview:
"Among the many complications patients with diabetes can experience, cognitive decline is one of them. Diabetes-induced cognitive decline, or DICD, begins with damage to the central nervous system and can result in impaired learning, memory, and judgment. A recent study found that in mice with DICD, injection with the antidiabetic protein FGF1 improved cognition. In a water maze task designed to test memory, diabetic mice treated with FGF1 (db/db+FGF1) reached their goal significantly faster than untreated mice with diabetes (db/db). And the brains of untreated mice (db/db) showed more shrinkage than those of treated mice (db/db+FGF1). Further research should help clarify how FGF1 reduces symptoms of both diabetes and DICD and whether FGF1 might be an effective treatment option for patients with DICD..."
The rest of the transcript, along with a link to the research itself, is available on the resource itself.
This course examines how people learn, practice, and evaluate traditional and contemporary …
This course examines how people learn, practice, and evaluate traditional and contemporary craft techniques. Social science theories of design, embodiment, apprenticeship learning, skill, labor, expertise, and tacit knowledge are used to explore distinctions and connections among art, craft, and science. We will also discuss the commoditization of craft into market goods, collectible art, and tourism industries. Ethnographic and historical case studies include textiles, glassblowing, quilting, cheese making, industrial design, home cooking, factory and laboratory work, CAD-CAM. In-class demonstrations and hands-on craft projects will be included.
Are your learning initiatives accomplishing what you want? What do you want …
Are your learning initiatives accomplishing what you want? What do you want to be able to say about what participants learned? How would you find out what they learned? In this module, you will discover how to assess learning and evaluate connected learning initiatives.
This resource is a video abstract of a research paper created by …
This resource is a video abstract of a research paper created by Research Square on behalf of its authors. It provides a synopsis that's easy to understand, and can be used to introduce the topics it covers to students, researchers, and the general public. The video's transcript is also provided in full, with a portion provided below for preview:
"Learning something new not only changes our perspectives and behavior – it actually changes the structure of our brains. Memories and experiences are recorded in the brain by altering the physical connections between neurons. Until recently, however, the protein signals that cause these tiny structural changes were too small to measure with available imaging methods. But researchers at the Max Planck Florida Institute for Neuroscience created ultra-sensitive sensors and revealed the activity of two of the proteins that write memories into neural circuits in the brain. Individual neurons have many branches, or dendrites. And each dendrite can be covered with thousands of tiny bumps called spines, where messages are received from other neurons. Changes in spine size are one way memories are recorded-when lots of messages are being passed and a spine is very active, it gets bigger. Many proteins need to be activated to make spines grow..."
The rest of the transcript, along with a link to the research itself, is available on the resource itself.
MIT researcher Deb Roy wanted to understand how his infant son learned …
MIT researcher Deb Roy wanted to understand how his infant son learned language -- so he wired up his house with videocameras to catch every moment (with exceptions) of his son's life, then parsed 90,000 hours of home video to watch "gaaaa" slowly turn into "water." Astonishing, data-rich research with deep implications for how we learn. Deb Roy studies how children learn language, and designs machines that learn to communicate in human-like ways. On sabbatical from MIT Media Lab, he's working with the AI company Bluefin Labs. A quiz, thought provoking question, and links for further study are provided to create a lesson around the 20-minute video. Educators may use the platform to easily "Flip" or create their own lesson for use with their students of any age or level.
Survey of principles underlying the structure and function of the nervous system, …
Survey of principles underlying the structure and function of the nervous system, integrating molecular, cellular, and systems approaches. Topics: development of the nervous system and its connections, cell biology or neurons, neurotransmitters and synaptic transmission, sensory systems of the brain, the neuro-endocrine system, the motor system, higher cortical functions, behavioral and cellular analyses of learning and memory. First half of an intensive two-term survey of brain and behavioral studies for first-year graduate students.
This class is the second half of an intensive survey of cognitive …
This class is the second half of an intensive survey of cognitive science for first-year graduate students. Topics include visual perception, language, memory, cognitive architecture, learning, reasoning, decision-making, and cognitive development. Topics covered are from behavioral, computational, and neural perspectives.
This resource is a video abstract of a research paper created by …
This resource is a video abstract of a research paper created by Research Square on behalf of its authors. It provides a synopsis that's easy to understand, and can be used to introduce the topics it covers to students, researchers, and the general public. The video's transcript is also provided in full, with a portion provided below for preview:
"Strategic organizational learning is the heart of any productive activity – it’s the trending form of labor. A new article in Design Management Review illustrates how, over the long run, superior performance relies on superior learning. Specifically, knowledge assets embedded in routines, and effective organizational learning undergird dynamic capabilities, and these in turn help top performers to keep a competitive edge. Today, the leader’s new work is therefore to build knowledge-creative enterprises – enterprises that are extremely good at organizational learning and that buzz with positive energy and innovation. The five-stage consulting cycle for co-creating value (Discover-Design-Develop-Deliver-Decide Impact) presented in the article’s case study, can help. Ultimately, making an organization truly knowledge-creative can be done in many ways, but all of them require rigor resourcefulness, and a positive learning culture. Learn how your organization can learn too. Tkaczyk B. 2015..."
The rest of the transcript, along with a link to the research itself, is available on the resource itself.
Welcome to Child Growth and Development. This text is a presentation of …
Welcome to Child Growth and Development. This text is a presentation of how and why children grow, develop, and learn. We will look at how we change physically over time from conception through adolescence. We examine cognitive change, or how our ability to think and remember changes over the first 20 years or so of life. And we will look at how our emotions, psychological state, and social relationships change throughout childhood and adolescence.
This course is designed to provide an understanding of how the human …
This course is designed to provide an understanding of how the human brain works in health and disease, and is intended for both the Brain and Cognitive Sciences major and the non-Brain and Cognitive Sciences major. Knowledge of how the human brain works is important for all citizens, and the lessons to be learned have enormous implications for public policy makers and educators. The course will cover the regional anatomy of the brain and provide an introduction to the cellular function of neurons, synapses and neurotransmitters. Commonly used drugs that alter brain function can be understood through a knowledge of neurotransmitters. Along similar lines, common diseases that illustrate normal brain function will be discussed. Experimental animal studies that reveal how the brain works will be reviewed. Throughout the seminar we will discuss clinical cases from Dr. Byrne’s experience that illustrate brain function; in addition, articles from the scientific literature will be discussed in each class.
Schrauben lösen, Kabel neu verlegen: Messer, Gabel und Pudelmütze werden zum Input …
Schrauben lösen, Kabel neu verlegen: Messer, Gabel und Pudelmütze werden zum Input für den Computer. Ziel ist es, neue Benutzerschnittstellen für den Computer zu entwickeln, indem die TeilnehmerInnen einen Blick "unter die Motorhaube" einer USB-Tastatur werfen. So können Jugendliche im Alter von 13 - 17 Jahren erste Schritte im kreativen Umgang mit Elektronik machen und dabei viel Spaß haben.
Voraussetzungen sind lediglich die Freude am Experimentieren und die Neugier, technologische Grundlagen spielerisch zu erlernen.
Hierbei handelt es sich um die Beschreibung des Workshops "Reaktive Voodoopuppen" im …
Hierbei handelt es sich um die Beschreibung des Workshops "Reaktive Voodoopuppen" im Rahmen der Code Week 2014. Das Projekt wurde von Marie Beuthel und Anne Wohlauf vom Design Research Lab der Universität der Künste Berlin an der Oberschule "Heinrich von Kleist" in Frankfurt (Oder) durchgeführt.
Do you sometimes feel that you do not belong in this program, …
Do you sometimes feel that you do not belong in this program, or some of its courses? The instructors assure you that you do belong! To help combat that sense of imposter syndrome that you might be feeling, let's explore the notion that your cognitive styles of learning are similar to your peers' learning styles.
You may already know that OSU and other universities have studied course materials and technical tools to make improvements that level the playing field amongst you and your peers. Programs such as Cognitive Style Heuristics and GenderMag/InclusiveMag study differences in how people problem-solve while learning new technical skills. The projects' core methods of finding bias bugs in software and materials is to apply personas that represent different sets of cognitive facets.
Explore the Facets and Personas by clicking on the tabs at the top, then analyze which persona fits you best, by taking the Survey.
Your selection data will disappear after refreshing the page, or closing the browser. It will not be saved and collected.
This course is offered during the Independent Activities Period (IAP), which is …
This course is offered during the Independent Activities Period (IAP), which is a special 4-week term at MIT that runs from the first week of January until the end of the month. This survey course is intended to review memory and its impact on our lives. Memories make us who we are, and make us what we are going to become. The loss of memory in amnesia can cause us to lose ourselves. Memory provides a bridge between past and present. Through memory, past sensations, feelings, and ideas that have dropped from conscious awareness can be subsequently recovered to guide current thought and action. In this manner, memory allows us to locate our car in the parking lot at the end of the day or guides us to avoid retelling the same joke to the same friend. This seminar will focus on how memories are created and controlled such that we are able to remember the past. Recent insights from non-human electrophysiological and human brain imaging research will be emphasized.
This undergraduate course is designed to introduce students to cognitive processes. The …
This undergraduate course is designed to introduce students to cognitive processes. The broad range of topics covers each of the areas in the field of cognition, and presents the current thinking in this discipline. As an introduction to human information processing and learning, the topics include the nature of mental representation and processing, the architecture of memory, pattern recognition, attention, imagery and mental codes, concepts and prototypes, reasoning and problem solving.
The Colourful World Game presents the player with problems related to sustainability …
The Colourful World Game presents the player with problems related to sustainability that he/she must solve by exploring the game's environment, gathering information/following clues, and collecting and using items.
The player is visited by different animals seeking help after experiencing the consequences of unsustainable human behaviours. The player then has to explore different scenarios in order to resolve the situation and return the animals to their habitat. The player will have 4 levels to play, corresponding to 4 different themes and complexity levels.
Following research activities conducted by the Colourful World consortium, the Game has been designed to facilitate acquisition of Sustainable Development related competences by children.
This course immerses students in the process of building and testing their …
This course immerses students in the process of building and testing their own digital and board games in order to better understand how we learn from games. We explore the design and use of games in the classroom in addition to research and development issues associated with computer–based (desktop and handheld) and non–computer–based media. In developing their own games, students examine what and how people learn from them (including field testing of products), as well as how games can be implemented in educational settings.
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