Articles | Volume 5, issue 3
https://doi.org/10.5194/gc-5-289-2022
© Author(s) 2022. This work is distributed under
the Creative Commons Attribution 4.0 License.
the Creative Commons Attribution 4.0 License.
https://doi.org/10.5194/gc-5-289-2022
© Author(s) 2022. This work is distributed under
the Creative Commons Attribution 4.0 License.
the Creative Commons Attribution 4.0 License.
The perception of palaeontology in commercial off-the-shelf video games and an assessment of their potential as educational tools
School of Geography, Earth and Environmental Sciences, University of Birmingham, Birmingham, B15 2TT, UK
Jake Atterby
School of Geography, Earth and Environmental Sciences, University of Birmingham, Birmingham, B15 2TT, UK
Terri Cleary
School of Geography, Earth and Environmental Sciences, University of Birmingham, Birmingham, B15 2TT, UK
independent researcher
Richard P. Dearden
School of Geography, Earth and Environmental Sciences, University of Birmingham, Birmingham, B15 2TT, UK
Valentina Rossi
Museo di Scienze Naturali dell'Alto Adige, Bolzano, 39100, Italy
School of Biological, Earth and Environmental Sciences, University
College Cork, Cork, T23 TK30, Ireland
Related subject area
Subject: Geoscience education | Keyword: Science engagement and dialogue
Handwritten letters and photo albums linking geoscientists with school classes
Introduction to teaching science with three-dimensional images of dinosaur footprints from Cristo Rey, New Mexico
A role for virtual outcrop models in blended learning – improved 3D thinking and positive perceptions of learning
Introducing electronic circuits and hydrological models to postsecondary physical geography and environmental science students: systems science, circuit theory, construction, and calibration
10 years with planet Earth: the essence of primary school children's drawings
Identifying and improving AGU collaborations using network analysis and scientometrics
Mathew Stiller-Reeve, Claudio Argentino, Kate Alyse Waghorn, Sunil Vadakkepuliyambatta, Dimitri Kalenitchenko, and Giuliana Panieri
Geosci. Commun., 6, 1–9, https://doi.org/10.5194/gc-6-1-2023, https://doi.org/10.5194/gc-6-1-2023, 2023
Short summary
Short summary
In this paper, we describe a process in which geoscientists corresponded with school classes in three different countries using handwritten letters and Polaroid photo albums. The stories they told were based on their experiences during a research expedition in the Arctic. We evaluated the process and show some of the benefits the students experienced from their correspondence with the scientists in this way.
Valeria V. Martinez and Laura F. Serpa
Geosci. Commun., 5, 1–9, https://doi.org/10.5194/gc-5-1-2022, https://doi.org/10.5194/gc-5-1-2022, 2022
Short summary
Short summary
In this paper we suggest that introductory level geoscience students can learn more about the Earth and the processes that change it through well-designed interactive videos and 3-D images than they typically can learn from a field trip or live lecturer, textbook, and hand samples. This is particularly important at this time as many schools and universities are moving away from actual field experiences, and there is a common viewpoint that geology is not a
realscience.
Clare E. Bond and Adam J. Cawood
Geosci. Commun., 4, 233–244, https://doi.org/10.5194/gc-4-233-2021, https://doi.org/10.5194/gc-4-233-2021, 2021
Short summary
Short summary
Virtual outcrop models are increasingly used in geoscience teaching, but their efficacy as a training tool for 3D thinking has been little tested. We find that using a virtual outcrop increases the participants' ability to choose the correct geological block model. That virtual outcrops are viewed positively, but only in a blended learning environment and not as a replacement for fieldwork, and virtual outcrop use could improve equality, diversity and inclusivity in geoscience.
Nicholas J. Kinar
Geosci. Commun., 4, 209–231, https://doi.org/10.5194/gc-4-209-2021, https://doi.org/10.5194/gc-4-209-2021, 2021
Short summary
Short summary
Postsecondary advanced hydrology students often work with electronic sensing systems at field sites but are rarely given the opportunity to build and test electronic circuits used for collection of environmental data. Students constructed custom-designed circuits for water detection and environmental measurement. The circuits taught students about systems theory and hydrological models. This activity motivated learning and showed how circuits are used to collect data for model application.
Giuliana D'Addezio
Geosci. Commun., 3, 443–452, https://doi.org/10.5194/gc-3-443-2020, https://doi.org/10.5194/gc-3-443-2020, 2020
Short summary
Short summary
This summary of 10 years of INGV’s calendar competitions for primary schools describes an experience of Earth science education through drawings. We have asked children to send drawings about Earth sciences and the dynamics of planet Earth. In addition to the competition, the drawings reflect impressions and thoughts and illustrate the children’s point of view. One can sense a great sensitivity, consideration, responsiveness and respect for the planet and a positive feeling towards science.
Tom Narock, Sarah Hasnain, and Ronie Stephan
Geosci. Commun., 2, 55–67, https://doi.org/10.5194/gc-2-55-2019, https://doi.org/10.5194/gc-2-55-2019, 2019
Short summary
Short summary
The American Geophysical Union (AGU) is an Earth and space science professional society. Research conducted by AGU members ranges from the Earth’s deep interior to the outer planets of our solar system. However, little research exists on the AGU meeting itself. We apply network analysis and scientometrics to 17 years of AGU Fall Meetings to examine the network structure of the AGU and explore how data science can facilitate better scientific communication and collaboration.
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Short summary
Video games are the largest sector of the entertainment industry and often contain ancient animals (e.g. dinosaurs) and/or fossils. This may be the first or only exposure gamers have to palaeontology, and it provides a useful starting point for science outreach. However, video games are not typically designed to be educational. We investigate the use of palaeontology in video games and highlight common tropes that may skew the public perception of palaeontological science.
Video games are the largest sector of the entertainment industry and often contain ancient...
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