Search results for author:"Aaron Price"
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(2011) pp. 1–179
Citizen Science projects offer opportunities for non-scientists to take part in scientific research. Scientific results from these projects have been well documented. However, there is limited research about how these projects affect their volunteer ...
The Effect of Two-Dimensional and Stereoscopic Presentation on Middle School Students' Performance of Spatial Cognition Tasks
Journal of Science Education and Technology Vol. 19, No. 1 (February 2010) pp. 90–103
We investigated whether and how student performance on three types of spatial cognition tasks differs when worked with two-dimensional or stereoscopic representations. We recruited nineteen middle school students visiting a planetarium in a large...
Astronomy Education Review Vol. 5, No. 1 (2007) pp. 36–52
Communications and mainstream media are entering a new age of on-demand content. As digital video recorders, like TiVo, change how we watch television, podcasts are taking the spoken word in its own on-demand direction. Astronomy podcasts allow...
Astronomy Education Review Vol. 5, No. 1 (2007) pp. 53–69
"Slacker Astronomy" is a weekly podcast that covers a recent astronomical news event or discovery. The show has a unique style consisting of irreverent, over-the-top humor combined with a healthy dose of hard science. According to our demographic...
Journal of Science Education and Technology Vol. 23, No. 6 (December 2014) pp. 721–734
Stereoscopic technology (3D) is rapidly becoming ubiquitous across research, entertainment and informal educational settings. Children of today may grow up never knowing a time when movies, television and video games were not available...
Journal of Astronomy & Earth Sciences Education Vol. 2, No. 1 (2015) pp. 17–26
Stereoscopy's potential as a tool for science education has been largely eclipsed by its popularity as an entertainment platform and marketing gimmick. Dozens of empirical papers have been published in the last decade about the impact of stereoscopy ...
C. Aaron Price; Katherine Gean; Claire G. Christensen; Elham Beheshti; Bryn Pernot; Gloria Segovia; Halcyon Person; Steven Beasley; Patricia Ward
Journal of Science Education and Technology Vol. 25, No. 1 (2016) pp. 111–126
Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This...