Researchers from Oklahoma State University outline a teaching method that uses rapid computer game creation to bridge the digital divide. This approach circumvents traditional barriers to computing, such as prior knowledge of programming, and fosters critical and creative thinking skills.
A study found that nearly a quarter of the variability in achievement among video gamers can be predicted by measuring specific brain structures. Players with larger nucleus accumbens, caudate nucleus, and putamen performed better in training periods.
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Regular gamers outperform non-gamers in visual processing tasks, including mental rotation, spatial memory and divided attention. Training with video games enhances these skills, potentially reducing gender differences and age-related cognitive decline.
Research suggests that environment plays a significant role in women's interest in computer science, with stereotypical settings evoking a masculine image. Women tend to prefer non-stereotypical environments, such as those without Star Trek posters or junk food, and feel less of a sense of belonging in stereotypical settings.
The 'Immune Attack' video game increased teenagers' understanding of cell biology and molecular science, according to a study. Players navigated the microscopic world of immune system proteins and cells to save a patient with bacterial infection, measurably improving their knowledge.
A new game called Immune Attack teaches 7th-12th graders about immune system proteins and cells. The game shows significant gains in confidence and knowledge among players, according to an FAS expert. The game is designed to inspire high school computer programming classes to create their own games.
Researchers found that players achieve flow with work that is neither too easy nor too hard but just right, providing a sense of control and meaning. This study suggests teaching methods should be tailored to individual skill levels to maximize student satisfaction.
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Research suggests that active Wii sports and Wii fit activities can increase energy expenditure to levels comparable to moderately intense exercise. The study found that some activities, such as boxing and single-arm stand, require high energy expenditures of up to 5.6 METs.
A new Iowa State University study suggests that frequent video game players have difficulty maintaining focus on tasks requiring longer attention. The research found that brain wave and behavioral measures of proactive attention were significantly diminished in high-volume gamers compared to those who played less frequently.
Frequent video game players show reduced brain activity and behavioral disruption in proactive attention, a mechanism for preparing to act. In contrast, reactive attention is similar across gamers and non-gamers, suggesting other benefits of action games on visual processing.
A recent study by researchers found that only people who engage in vigorous outdoor sports, like hiking and backpacking, tend to become supporters of mainline conservation groups. The typical backpacker gave $200 to $300 per year after a dozen-year lag. In contrast, casual woodland tourists do not support these causes.
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A study using virtual reality and real-world hide-and-seek found that people tend to look closer to their starting location when searching for objects. When hiding objects, they disperse them over a wider area. This research could lead to more realistic game environments and advanced search-enhancing tools for law enforcement.
A study found correlations between video-game playing and health risks in adults, with female players reporting greater depression and male players having higher BMI. The study suggests a need for further research on how to use digital opportunities to promote health and prevent disease.
Chemists participate in a collaborative think project to imagine and propose solutions for sustainable energy sources. The game aims to engage members in discussions and possibly even solutions for pressing global challenges.
A comprehensive survey of video game characters reveals that the industry does not better represent American society than television. Latino characters are virtually absent, with only non-playable background characters being represented. Women, Native Americans, children, and the elderly also lack representation. Meanwhile, males, whit...
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Researchers developed a computer game prototype called FunSAT to harness humans' abilities in strategizing, visualizing, and understanding complex systems. The game helps integrate circuit designers select and arrange transistors and their connections on silicon microchips.
Researchers found that active video games can burn calories comparable to moderate-intensity walking, making them a safe and valuable means of promoting energy expenditure in children. The study, published in Pediatrics, suggests that substituting screen time with physically active games can help reduce the risk of obesity and diabetes.
Researchers at NC State University are studying the impact of video games on cognitive functioning in older adults, with a focus on attentional demand, novelty, and social interaction. They plan to develop a prototype game based on their findings to improve memory and thinking skills in the elderly.
Researchers at Tel Aviv University have developed a computer game therapy that corrects brain activity to treat lazy eyes, showing promising results in vision research publications. The treatment is already FDA-approved for adults and aims to make eye therapy fun for kids as well.
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Researchers conducted three studies across different countries, age groups, and approaches, finding a strong correlation between playing prosocial games and increased helpful behavior. The studies suggest an upward spiral of prosocial gaming leading to improved prosocial behavior.
Researchers found that 75% of children treated for carbon monoxide poisoning were playing video games when generators were used to power electronic gadgets. The study emphasizes the need for generator safety awareness among parents and educators to prevent such incidents.
A national survey of 1,178 American youths aged 8-18 found nearly one in 10 to be pathological players, causing harm to their functioning. Pathological gamers exhibited symptoms such as excessive playing, poor grades, and health issues.
A Tel Aviv University study found that playing violent video games can enhance the ability of teenagers to discriminate between subtle contrasts in color or shades of gray. After playing 50 hours of violent action games, players showed a significant improvement in contrast sensitivity, with some even experiencing up to 58% enhancement.
Research from the University of Rochester found that action video games can improve contrast sensitivity by 58% by training the brain to process visual information more efficiently. This finding suggests that gaming may not be harmful for vision and could potentially complement eye-correction techniques.
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A new study found no detrimental effect of cell phones on academic performance among 12-year-olds. Video games were also linked to lower grade point averages but improved math and visual-spatial skills.
Researchers at NC State University developed a software tool that identifies on-screen code to be translated, reducing error rate and increasing productivity. The tool was applied to a popular online video game, finding 17 errors that were later corrected.
Children can influence and observe an artificially intelligent machine in a simple computer game called 'Gorge', learning about its behavioral patterns. Researchers aim to teach kids what AI is all about using this engaging game.
Researchers at Durham University found that commercial violent computer games can be used to build virtual worlds for training in fire evacuation procedures. The study showed that using game code from First Person Shooter games is quicker and more efficient than traditional virtual reality toolkits.
Research suggests that excessive technology use may lead to a decline in critical thinking and analysis skills, while visual skills improve. Experts recommend a balanced media diet and encouraging reading for pleasure to develop essential skills.
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A new study at Brigham Young University found that young adults' video game use is associated with poorer relationships with peers and parents. The study, which analyzed data from 813 college students, suggests that excessive gaming may lead to decreased social interaction and relationship quality.
A new study published in the Personality and Social Psychology Bulletin suggests that violent content does not increase enjoyment in video games. Instead, challenges and a sense of autonomy are key drivers of player engagement. For most players, gore actually detracts from the game's 'fun factor'.
A new study found that playing a strategic video game can improve critical cognitive skills in older adults, including multitasking and working memory. The researchers tested 40 older adults who played the game for 23.5 hours versus a comparison group, and found significant improvements in these areas.
Researchers are using a Wii console to develop robotic learning systems that can teach humans complex skills. They aim to analyze how people learn physical tasks and program robots to mimic this process.
The collaboration aims to support continued development of the open-source system, enabling a wider audience to access educational resources. The new version, Alice 3, will feature drag-and-drop interfaces and essential arts assets from popular PC games.
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The Federation of American Scientists (FAS) received a $1 million grant from the Entertainment Software Association Foundation to improve its educational game, Immune Attack. The game aims to teach how the immune system works and is designed for students and teachers.
A team of Michigan Tech researchers is harnessing video game technology to model complex biological systems, such as the human immune response to tuberculosis. Using GPUs, they have created a powerful new tool for medical research, allowing for faster and more efficient simulations of diseases like sepsis.
Active video games can help prevent childhood obesity by increasing energy expenditure and heart rate. According to a new study, children aged 6-12 burned significantly more calories while playing active games compared to seated games.
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Research shows that video games enhance cognitive and perceptual skills in children and adults, with benefits seen in classrooms, surgical procedures, and scientific thinking. Studies also reveal varied effects of game content and player behavior on learning outcomes.
Researchers from UC San Diego have developed a new method to generate high-quality textures for 3D video games using noise, resulting in reduced memory usage and improved image quality. The approach eliminates traditional methods of hand-painting images, offering a cost-effective solution for game developers.
Researchers discovered that video games can boost creativity when players are highly energized and in a positive mood. Conversely, low arousal and negative emotions lead to the highest levels of creativity. The study suggests harnessing emotional elements in games to spark creative thought and problem-solving skills.
A recent study by Patrick Kierkegaard suggests that there is limited scientific evidence linking video games to real-world aggression. In fact, research shows that violent video games have not led to an increase in violence but rather may have reduced it. The study's findings contradict previous work on the topic and highlight the need...
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A new study found that individuals are motivated to increase their level of anger when expecting to complete a confrontational task, which enhances performance. Participants preferred activities making them angry before playing the game in such situations.
A new study found that low-income mothers prefer receiving nutrition information on the web rather than through a video game or printed pamphlet. The study suggests that websites are a smart strategy for certain groups, particularly in increasing nutrition literacy.
A study of nearly 2,500 youths found that playing multiple violent video games increased aggressive behaviors and hostile attribution bias. The researchers identified seven parallels between video games and effective teaching methods, including adaptability to individual learners and teaching for real-world situations.
The Preserving Virtual Worlds project aims to develop standards for preserving digital games and interactive fiction like Second Life. The project will explore methods, infrastructure, and technology for preserving complex software, content, and interactivity in computer games and electronic literature.
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A study of 1,491 teens aged 10-19 found that video game players spent less time on reading and homework compared to non-gamers. However, gaming habits did not affect social interactions or parent-child relationships, with girls spending more quality time with parents when playing games.
A new study reveals that almost all middle-school youth play violent video games, with two-thirds of boys and one in four girls reporting regular play. Children use gaming to manage feelings like anger and stress, while some also play with strangers online.
Two studies found that exposure to even cartoonish children's violent video games increases aggressive behavior in children and adolescents. A third study showed that frequent play of violent video games leads to a more aggressive worldview and behaviors in school-aged children. Both studies support the idea that violent video game exp...
Researchers found that surgeons who played video games regularly made fewer errors and worked faster during the Top Gun course. Video game players scored better overall than non-players, with those in the top one-third of gaming skill performing even more impressively.
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Researchers at the University of Rochester found that playing action video games for 30 hours per week improved spatial resolution and visual acuity. The study showed significant improvements in identifying letters presented in clutter, even beyond the part of the visual field where players typically engage with the game.
A Mayo Clinic study shows that incorporating physical activity into video games can significantly increase energy expenditure, especially for obese children. The results suggest that more video and computer games with activity requirements could be a potential approach to reversing the obesity trend among kids.
A study found that people enjoy video games because they find them intrinsically satisfying, with benefits including achievement, freedom, and connection to others. The research suggests that some video games can motivate further play and even enhance psychological wellness.
Researchers at Northwestern University developed a virtual newscast system that collects, edits, and organizes existing news stories based on user interests. The system utilizes Web resources to retrieve video, images, and blogs related to the story content, creating a personalized, automated news report.
A comprehensive plan recommends leveraging video games to strengthen US education and workforce training, teaching skills in demand by present-day employers. Features of video and computer games are identified as effective in teaching higher-order learning skills such as strategic thinking, problem-solving, and adaptability.
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The Federation of American Scientists has developed a new educational video game called Immune Attack, which engages students in learning about immunology concepts. The game features a first-person strategy game where immune cells face off against bacterial and viral infections, aiming to make learning fun and exciting.
Researchers Constance Steinkuehler and Dmitri Williams found that online video games like 'Asheron's Call' and 'Lineage' foster social interaction and relationships beyond the workplace and home. The games offer virtual third places for informal sociability, bridging social capital and broadening worldviews.
Researchers found that playing violent video games for 20 minutes can cause people to become less physiologically aroused by real violence. Participants who played violent games had lower heart rates and skin responses while watching footage of people being beaten, stabbed, and shot.
A study by University of Illinois Chicago researchers found a significant correlation between the rise of video games and internet use, as well as rising fuel prices, and a decline in U.S. national park visits. The study suggests that increased home entertainment activity may be contributing to a decrease in outdoor activities.
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Researchers analyzed 36 M-rated video games and found nearly all contained violence and blood, with 4,268 human deaths observed. The study highlights the need for parents and physicians to recognize that popular M-rated games contain unlabeled content that may negatively influence children's perceptions and behaviors.
A study found that M-rated video games often contain violent content, blood, and profanity without clear ESRB descriptors. Researchers urge parents to play games with kids and discuss content to make informed decisions.