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The Efficacy of a Novel Board Game to Teach Cable Properties to Introductory Neuroscience Undergraduate Students. 用新颖的棋盘游戏向神经科学本科入门学生传授线缆特性的有效性。
Jerrik Rydbom, Soumyaa Das, Alyssa Storm, Ashley Nemes-Baran

Engagement activities in large classrooms (>100 students) are difficult due to space constraints, number of participants, and overall noise. Additionally, electrophysiological concepts in foundational neuroscience courses can be confusing and lack excitement. Providing students an opportunity to further engage in the material they are learning and apply their knowledge promotes community in the classroom, a deeper understanding of the topic, and an overall increase in retention. Game-based learning has been used in education across all levels and disciplines to provide students with this opportunity. You're Getting on my Nerves is a board game created to offer students a fun way to learn and apply cable properties of action potential propagation. This game allows students to practice vocabulary terms, apply their knowledge of changes in the cell that impact the speed of an action potential, and develop comradery with their classmates. In this article, we have assessed the board game for its efficacy in teaching concepts of cable properties, its ability to promote engagement in a large classroom, its feasibility and timing with a large class, and its potential to elicit comparable formative assessment scores to students who learned these concepts through didactic lecture. Overall, the board game was feasible for a large class to complete within the class period. The results showed an increase in understanding and retention of the material in addition to preference over didactic lectures with students reporting higher engagement, interaction with their peers, and enjoyment in the activity.

由于空间限制、参与者人数和整体噪音,在大教室(大于 100 名学生)开展参与活动非常困难。此外,神经科学基础课程中的电生理学概念可能会令人困惑,缺乏刺激性。为学生提供进一步参与所学材料并应用所学知识的机会,可以促进课堂上的互动,加深对主题的理解,并全面提高学生的记忆力。各年级、各学科的教育中都采用了游戏式学习,为学生提供这样的机会。You're Getting on my Nerves》是一款棋盘游戏,旨在以有趣的方式让学生学习和应用动作电位传播的电缆特性。学生可以在游戏中练习词汇,应用细胞中影响动作电位传播速度的变化知识,并与同学建立友谊。在本文中,我们评估了棋盘游戏在教授拉索特性概念方面的有效性、在大班课堂上促进学生参与的能力、在大班课堂上的可行性和时间安排,以及在形成性评估中获得与通过说教学习这些概念的学生相当的分数的潜力。总体而言,棋盘游戏对于一个大班在课时内完成是可行的。结果表明,与说教式讲座相比,学生对教材的理解和记忆得到了提高,他们在活动中的参与度、与同学的互动以及对活动的喜爱程度都有所提高。
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引用次数: 0
Using BioRender for Active Learning: Exploring Learning-Style Preference and Visual-Spatial Ability in Undergraduate Students. 使用 BioRender 进行主动学习:探索本科生的学习方式偏好和视觉空间能力。
Jessica Ha, Deena Afana, Keon Nassimi Moghaddam, Andrea Nicholas

Visual-spatial reasoning has been considered a predictor of performance success in STEM courses, including engineering, chemistry, biology, and mathematics. Little is known, however, about whether visual-spatial ability predicts success for non-STEM students in general education neuroscience courses. In the following study, we investigate how scores on tests of visual-spatial object rotation relate to student performance on illustrative and content exams in a large non-major undergraduate neuropharmacology course. To help students understand content visually, the course provided students with homework assignments that allowed them to create illustrations of lecture content using the online scientific illustration software, BioRender. Findings suggest that percent completion of BioRender assignments was a greater predictor of student performance than tests of innate visual-spatial ability. In addition, we show that visual learning style preference was not correlated with visual-spatial ability, as measured by the Purdue Spatial Visualization Test-Visualization of Rotations. Neither did learning style preference predict student success. The following paper suggests practice illustrating neuroscience concepts, or perhaps content practice in general, had a greater impact on student learning independent of learning style preference or innate visual-spatial ability.

视觉空间推理能力一直被认为是工程、化学、生物和数学等 STEM 课程成绩成功与否的预测因素。然而,对于视觉空间能力是否能预测非 STEM 学生在通识教育神经科学课程中的成功与否,人们却知之甚少。在下面的研究中,我们调查了视觉空间物体旋转测试的分数与学生在一门大型非专业本科神经药理学课程的插图和内容考试中的成绩之间的关系。为了帮助学生直观地理解课文内容,该课程为学生布置了家庭作业,让他们使用在线科学插图软件 BioRender 绘制讲课内容的插图。研究结果表明,BioRender 作业的完成率比先天视觉空间能力测试更能预测学生的学习成绩。此外,我们还发现,视觉学习风格偏好与普渡空间可视化测试--旋转可视化所测量的视觉空间能力无关。学习风格偏好也不能预测学生的成功。接下来的论文表明,神经科学概念的图解练习,或者一般的内容练习,对学生的学习影响更大,而与学习风格偏好或先天的视觉空间能力无关。
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引用次数: 0
Neurodiversity in the Minds of Students: From Perception to Campus Programming. 学生心目中的神经多样性:从认知到校园计划
Brooke V Castleman, Lamis Z Jarvinen, Michael K Jarvinen

Neurodiversity is a social justice movement at the nexus of neuroscience, academia, and public policy. A contemporary view of neurodiversity is one that embraces neurological differences, encompassing all "neurotypes," including more specific identifiers like autistic or dyslexic. The goal of this study was to investigate student awareness and perception of neurodiversity since they are the next generation of public policy makers. Students enrolled in Introduction to Behavioral Neuroscience (N=146) were exposed to different information sources (popular, academic, TED talk, or choose/find their own) on the topic of neurodiversity. They then wrote a paper where they summarized: a) the information source used, b) their ideas to better support a neurodiverse society, and c) their opinions on aspects of neurodiversity. Several important findings emerged. First, 64% of the sample had never heard of the term neurodiversity; this class was their first exposure to it. Second, students conducting their own searches on neurodiversity had the highest level of optimism (p < 0.05) that society was ready to accept neurodiversity. Students identified even higher rates of receptivity (85%) amongst their friends. Third, student ideas to advance neurodiversity were organized into more salient categories for campuses to consider. Our findings challenge neuroscience programs to consider their role in providing "first exposure" opportunities to students in the diversity, equity, and inclusion realm, especially in areas directly related to our field. We also discuss the growing relevance of neurodiversity in research and academia and offer programming possibilities to enhance neurodiversity awareness and support on college campuses.

神经多样性是神经科学、学术界和公共政策之间的一个社会正义运动。当代的神经多样性观点认为,神经多样性包含神经差异,涵盖所有 "神经类型",包括自闭症或诵读困难等更具体的标识。本研究的目的是调查学生对神经多样性的认识和看法,因为他们是下一代公共政策的制定者。行为神经科学导论》课程的学生(人数=146)接触了有关神经多样性主题的不同信息来源(流行信息、学术信息、TED 演讲,或自行选择/查找)。然后,他们撰写了一篇论文,总结了:a) 所使用的信息来源;b) 他们对更好地支持神经多样性社会的想法;c) 他们对神经多样性各个方面的看法。其中有几项重要发现。首先,64% 的样本从未听说过神经多样性这个词;这门课是他们第一次接触这个词。其次,自己搜索神经多样性的学生对社会接受神经多样性的乐观程度最高(p < 0.05)。学生发现,他们的朋友对神经多样性的接受程度更高(85%)。第三,学生提出的促进神经多样性的想法被归纳为更突出的类别,供校园考虑。我们的研究结果对神经科学项目提出了挑战,要求他们考虑自己在为学生提供 "首次接触 "多样性、公平性和包容性领域的机会方面所扮演的角色,尤其是在与本领域直接相关的领域。我们还讨论了神经多样性在研究和学术界日益增长的相关性,并提供了在大学校园中增强神经多样性意识和支持的计划可能性。
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引用次数: 0
Forbidden Neurds: A Neuroscience Word Game. 禁忌神经:神经科学文字游戏》(Forbidden Neurds: A Neuroscience Word Game)。
Angel W Kaur

Game-based learning is a promising approach that can promote engagement and deep learning of course content in a fun setting. This article describes the development, implementation, and evaluation of a card game designed to help students develop greater familiarity and comfort with complex neuroscience vocabulary. To play Forbidden Neurds, students within a team take turns acting as the Lead Neurd, who must get the team to guess a Neuroscience word without using any of the Forbidden words listed on the card. The game is designed to help students develop a deeper understanding of neuroscience terminology, identify relationships between terms, identify gaps in their understanding, and reinforce learning. The game was evaluated in a 200-level fundamentals of neuroscience course at a small public liberal arts university. Students showed increased content knowledge through pre-post testing, and a post-game self-reported survey showed that playing Forbidden Neurds enabled students to assess, increase, and apply content knowledge. Gameplay also helped students develop greater communication, critical thinking, and teamwork skills. In addition, students reported experiencing greater engagement through this fun learning activity. This game could act as an adaptable and effective learning tool across a range of neuroscience courses.

基于游戏的学习是一种很有前途的方法,可以在有趣的环境中促进学生参与和深入学习课程内容。本文介绍了一款纸牌游戏的开发、实施和评估,该游戏旨在帮助学生进一步熟悉和掌握复杂的神经科学词汇。玩 "神经禁区 "游戏时,一个团队中的学生轮流担任 "神经领头人",他必须让团队猜出一个神经科学单词,但不能使用卡片上列出的任何禁用单词。该游戏旨在帮助学生加深对神经科学术语的理解,找出术语之间的关系,找出理解上的差距,并巩固所学知识。该游戏在一所小型公立文科大学的 200 级神经科学基础课程中进行了评估。通过课前测试,学生们掌握了更多的内容知识,而游戏后的自我报告调查显示,玩《神经禁区》使学生们能够评估、增加和应用内容知识。游戏还帮助学生提高了沟通、批判性思维和团队合作能力。此外,学生们还表示通过这种有趣的学习活动体验到了更大的参与度。这款游戏可以作为一种适用于各种神经科学课程的有效学习工具。
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引用次数: 0
Low-Cost Classroom and Laboratory Exercises for Investigating Both Wave and Event-Related Electroencephalogram Potentials. 低成本课堂和实验室练习,用于研究波形和事件相关脑电图电位。
Kylie Smith, Abbey Pilger, Marcio L M Amorim, Stanislav Mircic, Zach Reining, Nick Ristow, Dylan Miller, Aljoscha Leonhardt, Joseph C Donovan, Matthias Meier, Timothy C Marzullo, Etienne Serbe-Kamp, Adam P Steiner, Gregory J Gage

Electroencephalography (EEG) has given rise to a myriad of new discoveries over the last 90 years. EEG is a noninvasive technique that has revealed insights into the spatial and temporal processing of brain activity over many neuroscience disciplines, including sensory, motor, sleep, and memory formation. Most undergraduate students, however, lack laboratory access to EEG recording equipment or the skills to perform an experiment independently. Here, we provide easy-to-follow instructions to measure both wave and event-related EEG potentials using a portable, low-cost amplifier (Backyard Brains, Ann Arbor, MI) that connects to smartphones and PCs, independent of their operating system. Using open-source software (SpikeRecorder) and analysis tools (Python, Google Colaboratory), we demonstrate tractable and robust laboratory exercises for students to gain insights into the scientific method and discover multidisciplinary neuroscience research. We developed 2 laboratory exercises and ran them on participants within our research lab (N = 17, development group). In our first protocol, we analyzed power differences in the alpha band (8-13 Hz) when participants alternated between eyes open and eyes closed states (n = 137 transitions). We could robustly see an increase of over 50% in 59 (43%) of our sessions, suggesting this would make a reliable introductory experiment. Next, we describe an exercise that uses a SpikerBox to evoke an event-related potential (ERP) during an auditory oddball task. This experiment measures the average EEG potential elicited during an auditory presentation of either a highly predictable ("standard") or low-probability ("oddball") tone. Across all sessions in the development group (n=81), we found that 64% (n=52) showed a significant peak in the standard response window for P300 with an average peak latency of 442ms. Finally, we tested the auditory oddball task in a university classroom setting. In 66% of the sessions (n=30), a clear P300 was shown, and these signals were significantly above chance when compared to a Monte Carlo simulation. These laboratory exercises cover the two methods of analysis (frequency power and ERP), which are routinely used in neurology diagnostics, brain-machine interfaces, and neurofeedback therapy. Arming students with these methods and analysis techniques will enable them to investigate this laboratory exercise's variants or test their own hypotheses.

过去 90 年来,脑电图(EEG)带来了无数新发现。脑电图是一种非侵入性技术,它揭示了大脑活动在空间和时间上的处理过程,涉及许多神经科学学科,包括感觉、运动、睡眠和记忆形成。然而,大多数本科生缺乏实验室使用的脑电图记录设备或独立完成实验的技能。在这里,我们提供了简单易学的指导,让学生使用便携式低成本放大器(Backyard Brains, Ann Arbor, MI)测量波和事件相关脑电图电位,该放大器可连接到智能手机和个人电脑,与操作系统无关。通过使用开源软件(SpikeRecorder)和分析工具(Python、Google Colaboratory),我们为学生展示了可操作性强的实验练习,让他们深入了解科学方法并发现多学科神经科学研究。我们开发了两个实验练习,并在我们研究实验室的参与者(N = 17,开发组)中进行了测试。在第一个方案中,我们分析了参与者在睁眼和闭眼状态交替时阿尔法频段(8-13 赫兹)的功率差异(n = 137 次转换)。在 59 次(43%)实验中,我们可以看到α波段的功率增加了 50%以上,这表明这是一个可靠的入门实验。接下来,我们将介绍一种使用 SpikerBox 在听觉怪球任务中唤起事件相关电位 (ERP) 的练习。该实验测量的是在听觉呈现高可预测性("标准")或低概率("怪音")音调时激发的平均脑电图电位。在开发组(81 人)的所有课程中,我们发现 64% 的学生(52 人)在 P300 的标准反应窗口中显示出明显的峰值,平均峰值潜伏期为 442 毫秒。最后,我们在大学课堂环境中测试了听觉怪球任务。在 66% 的测试中(n=30),出现了明显的 P300,与蒙特卡罗模拟相比,这些信号明显高于偶然性。这些实验练习涵盖了神经学诊断、脑机接口和神经反馈疗法中常用的两种分析方法(频率功率和 ERP)。学生掌握了这些方法和分析技术,就能研究本实验练习的变体或测试自己的假设。
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引用次数: 0
Neurosimilator for Undergraduate Biophysics and Neurophysiology Courses. 用于生物物理学和神经生理学本科课程的神经模拟器。
Freddy Dupuis, Vadim Shlyonsky, Bertrand de Prelle, David Gall

Stringent animal welfare principles are forcing undergraduate instructors to avoid the use of animals. Therefore, many hands-on lab sessions using laboratory animals are progressively replaced by computer simulations. These versatile software simulations permit the observation of the behavior of biological systems under a great variety of experimental conditions. While this versatility is important, computer simulations often work even when a student makes wrong assumptions, a situation that poses its own pedagogical problem. Hands-on learning provides pupils with the opportunity to safely make mistakes and learn organically through trial and error and should therefore still be promoted. We propose an electronic model of an excitable cell composed of different modules representing different parts of a neuron - dendrites, soma, axon and node of Ranvier. We describe a series of experiments that allow students to better understand differences between passive and active cell responses and differences between myelinated and demyelinated axons. These circuits can also be used to demonstrate temporal and spatial summation of signals coming to the neuron via dendrites, as well as the neuron coding by firing frequency. Finally, they permit experimental determination along with theoretical calculations of important biophysical properties of excitable cells, such as rheobase, chronaxie and space constant. This open-source model has been successfully integrated into an undergraduate course of the physiology of excitable cells and student feedback assessment reveals that it helped students to understand important notions of the course. Thus, this neuromorphic circuit could be a valuable tool for biophysics and neuroscience courses in other universities.

严格的动物福利原则迫使本科生导师避免使用动物。因此,许多使用实验动物的动手实验课逐渐被计算机模拟所取代。这些多功能的模拟软件可以在多种实验条件下观察生物系统的行为。这种多功能性固然重要,但计算机模拟往往在学生作出错误假设时仍能发挥作用,这种情况本身就带来了教学问题。实践学习为学生提供了安全地犯错误和通过尝试和错误进行有机学习的机会,因此仍应加以推广。我们提出了一个由不同模块组成的可兴奋细胞电子模型,这些模块代表了神经元的不同部分--树突、体、轴突和兰维耶结。我们描述了一系列实验,让学生更好地理解被动和主动细胞反应之间的差异,以及髓鞘轴突和脱髓鞘轴突之间的差异。这些电路还可用于演示通过树突到达神经元的信号的时间和空间总和,以及神经元通过发射频率进行编码。最后,这些模型还能通过实验和理论计算确定可兴奋细胞的重要生物物理特性,如流变基、时序和空间常数。这一开源模型已成功融入一门关于可兴奋细胞生理学的本科课程,学生的反馈评估显示,它有助于学生理解课程的重要概念。因此,这个神经形态电路可以成为其他大学生物物理学和神经科学课程的宝贵工具。
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引用次数: 0
Of Chatbots and Colonizers: A FUN Workshop Mini Symposium. 聊天机器人与殖民者:FUN 工作坊小型研讨会。
Johann Neem, David Donley, Elaine R Reynolds

Chatbots and related technologies are predicted to become fixtures in our teaching. These tools scan information from the web or other sources and deliver content in textual summaries. ChatGPT4 and other AI products are surprisingly good at summaries of information and simple analysis, similar to what we often ask students to do as part of our teaching. They are poor at evaluation of information and citation of sources at the moment, but these tools are advancing rapidly. Use of these tools in the classroom generate important questions about how we handle content, understanding and skill development in the classroom, how information is curated, and the structure of information in our discipline. Additionally, accessibility of these tools will be an issue moving forward since they have the potential to widen a technology divide even further. Through presentation and group discussion, this minisymposium highlighted how we might integrate these tools and craft new pedagogies that will continue to engage and challenge our students. We also discussed concerns about these tools in terms of inclusive pedagogy and decolonization of neuroscience.

据预测,聊天机器人和相关技术将成为我们教学中的固定工具。这些工具可以扫描网络或其他来源的信息,并以文本摘要的形式提供内容。ChatGPT4 和其他人工智能产品在信息摘要和简单分析方面的表现令人惊讶,这与我们在教学中经常要求学生做的事情类似。目前,它们在评估信息和引用资料来源方面的能力较差,但这些工具正在迅速发展。在课堂上使用这些工具会产生一些重要的问题,如我们如何在课堂上处理内容、理解和技能培养,如何策划信息,以及本学科的信息结构。此外,由于这些工具有可能进一步扩大技术鸿沟,因此,这些工具的可及性将是未来的一个问题。通过介绍和小组讨论,本次小型研讨会强调了我们可以如何整合这些工具,并精心设计新的教学法,以继续吸引和挑战我们的学生。我们还讨论了在包容性教学法和神经科学非殖民化方面对这些工具的担忧。
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引用次数: 0
You're Getting on My Nerves! A board Game to Teach Action Potential Propagation and Cable Properties. 你让我紧张!教授动作电位传播和电缆特性的棋盘游戏。
Ashley D Nemes-Baran

Electrophysiology is one of the most intimidating topics within the foundational neuroscience curriculum to most undergraduate students. Keeping student attention and engagement during these lectures is equally challenging for educators. Game-based learning is used in many disciplines and levels of education and allows students to apply what they have learned and build community within the classroom. You're Getting on my Nerves was created to help students apply their knowledge of cable properties and practice vocabulary terms with their peers. This board game was originally created using inexpensive products but is also now available for purchase, allowing educators the flexibility to use the game within their budget and available timeframe. Additionally, it can be scaled from introductory to advanced levels and act as a relaxed and entertaining study tool. Students learn what changes in the cell can increase or decrease the action potential's ability to propagate down the axon and begin to describe different cable properties. Each player receives a card to keep track of the amplitude of their action potential. The goal is to move their game piece from the axon hillock to the axon terminal without decaying their action potential to 0. Players draw game cards that instruct them on where to move along the gameboard. The gameboard has color-coded spaces with changes in the axon. Students begin to quickly learn which changes in the cell allow their game piece to propagate forward as they compete with their peers to reach the axon terminal.

对于大多数本科生来说,电生理学是神经科学基础课程中最令人生畏的课题之一。对于教育工作者来说,在授课过程中保持学生的注意力和参与度同样具有挑战性。基于游戏的学习在许多学科和教育层次中都有应用,可以让学生学以致用,并在课堂上建立社区。You're Getting on my Nerves》就是为了帮助学生应用线缆特性的知识,并与同伴一起练习词汇而制作的。这款棋盘游戏最初是用廉价产品制作的,但现在也可以购买,让教育工作者可以在预算和可用时间范围内灵活使用。此外,它还可以从入门级扩展到高级,成为一种轻松有趣的学习工具。学生们可以了解细胞中的哪些变化会增加或减少动作电位沿轴突向下传播的能力,并开始描述不同的线缆特性。每个玩家都会收到一张卡片,用来记录动作电位的振幅。玩家的目标是将自己的游戏棋子从轴突丘移动到轴突末端,同时动作电位不衰减到 0。游戏板上用颜色标记了轴突变化的空间。在与同伴竞争到达轴突末端的过程中,学生们很快就能知道细胞中的哪些变化能让他们的游戏棋子向前传播。
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引用次数: 0
Teaching the Nature of Science Improves Scientific Literacy Among Students Not Majoring in STEM. 教授科学的本质可提高非 STEM 专业学生的科学素养。
David W Donley

Traditionally, science courses focus on knowledge and practices within specific disciplines. There has long been a call, however, to increase the focus on the nature and process of science as a way to improve scientific literacy and increase the transfer of knowledge. Despite this, there are few systematic studies that seek to understand the impact of this approach. Revising a STEM course in a liberal arts curriculum to primarily focus on the nature and process of science rather than on the content of a specific discipline increased student scores on the Test of Scientific Literacy Skills and improved perceptions of STEM. In the revised course, students self-reported higher levels of confidence in their ability to learn scientific information and their ability to contribute to scientific progress compared to traditional methods. These data and other literature suggest that the traditional knowledge-focused approach to science education is insufficient to facilitate scientific literacy and address equity gaps in STEM. Proposed is a model where scientific literacy and feelings of inclusion in STEM are the product of direct engagement in the process of science and careful evaluation of the nature of science. Long-term, a holistic approach that includes an authentic discussion of the enterprise of sciences is needed to prepare students to engage in future problems that are best solved by cross-disciplinary collaboration.

传统上,科学课程侧重于特定学科的知识和实践。然而,长期以来,人们一直呼吁加强对科学本质和过程的关注,以此来提高科学素养和增加知识的传授。尽管如此,很少有系统的研究试图了解这种方法的影响。对文科课程中的一门科学、技术和工程学课程进行修订,使其主要侧重于科学的本质和过程,而不是特定学科的内容,从而提高了学生在科学素养技能测试中的得分,并改善了对科学、技术和工程学的看法。与传统方法相比,在修订后的课程中,学生们自我报告说,他们对自己学习科学信息的能力和为科学进步做出贡献的能力有了更高的信心。这些数据和其他文献表明,传统的以知识为重点的科学教育方法不足以促进科学素养的提高和解决科学、技术和工程学领域的公平差距。建议采用的模式是,科学素养和对 STEM 的融入感是直接参与科学过程和仔细评估科学本质的产物。从长远来看,我们需要一种全面的方法,包括对科学事业进行真实的讨论,使学生做好准备,参与解决未来的问题,而这些问题最好通过跨学科合作来解决。
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引用次数: 0
Making an Effective Flipped Neuroscience Lab by Approaching Students from Their Emoticons. 从学生的表情出发,打造高效的翻转式神经科学实验室。
Zhuo Fu

During the pandemic, we filmed our neuroscience labs, and now the videos provide a great resource to flip the lab. Our lab, however, covers a wide range of complicated topics, ranging from gross anatomy, immunohistochemistry (IHC) staining, and fluorescence imaging to cockroach microscopic surgery and measuring nerve conduction velocity on worms and human subjects, and it is challenging to get students to finish watching these complicated experiments. The biggest challenge that students face while watching these experiment demonstrations is their own emotions. When we were editing the films of the labs, we did not reduce the complexity, but we explained concepts by using concepts and objects that students are already familiar with so we do not trigger anxiety. To reduce boredom, we employed three major methods: questioning, humor, and increasing the pace. To address potential anxiety or reluctance about the in-person part of the lab, we mention at the beginning of every lab session that making mistakes is completely acceptable and, as they make mistakes, we help them understand what went wrong and how to correct it. We also introduce additional activities in some lab sessions to pique their interest. For instance, we ask students to test the effects of Red Bull on crickets and investigate whether students who play more video games have higher conduction velocities in the median nerve. Thus far, our flipped lab has been quite successful in terms of maintaining video retention rates and in-person attendance rates. A notable example of the effectiveness of improved hands-on skills is the cockroach microscopic surgery. Before implementing the flipped lab, only 10% of students were able to successfully complete the surgery and acquire nerve activity recordings. With the flipped lab, 90% of students were able to obtain a recording independently.

在大流行病期间,我们拍摄了神经科学实验室的视频,现在这些视频为翻转实验室提供了很好的资源。然而,我们的实验室涵盖了从大体解剖、免疫组化(IHC)染色、荧光成像到蟑螂显微手术、测量蠕虫和人体神经传导速度等各种复杂的课题,要让学生看完这些复杂的实验是很有挑战性的。学生在观看这些实验演示时面临的最大挑战是自己的情绪。我们在剪辑实验影片时,并没有降低复杂程度,而是用学生已经熟悉的概念和物品来解释概念,这样就不会引发学生的焦虑。为了减少枯燥感,我们主要采用了三种方法:提问、幽默和加快节奏。为了消除学生可能对亲自参加实验的部分产生的焦虑或不情愿,我们在每次实验课开始时都会提到,犯错误是完全可以接受的,而且在他们犯错误时,我们会帮助他们了解出错的原因以及如何改正。我们还在一些实验课上引入额外的活动,以激发他们的兴趣。例如,我们要求学生测试红牛对蟋蟀的影响,调查玩电子游戏越多的学生正中神经的传导速度是否越高。到目前为止,我们的翻转实验室在保持视频保留率和现场出勤率方面相当成功。蟑螂显微手术就是一个显著提高动手能力的例子。在实施翻转实验室之前,只有 10% 的学生能够成功完成手术并获得神经活动记录。而在翻转实验室中,90% 的学生都能独立获取记录。
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Journal of undergraduate neuroscience education : JUNE : a publication of FUN, Faculty for Undergraduate Neuroscience
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