Efficacy of MedMyst: an Internet Teaching Tool for Middle School Microbiology

dc.citation.firstpage13en_US
dc.citation.journalTitleMicrobiology Educationen_US
dc.citation.lastpage20en_US
dc.citation.volumeNumber5en_US
dc.contributor.authorMiller, Leslie M.en_US
dc.contributor.authorMoreno, Janetteen_US
dc.contributor.authorEstrera, Vickyen_US
dc.contributor.authorLane, Daviden_US
dc.contributor.funderNational Institutes of Health, National Center for Research Resourcesen_US
dc.contributor.orgCenter for Technology in Teaching and Learningen_US
dc.contributor.publisherAmerican Society for Microbiologyen_US
dc.date.accessioned2013-05-02T20:49:46Zen_US
dc.date.available2013-05-02T20:49:46Zen_US
dc.date.issued2004-05en_US
dc.description.abstractCan web-based technology be used to effectively introduce or reinforce aspects of microbiology to middle school students? This central hypothesis examines whether brief exposure to a web adventure format containing virtual lab experiments and computer games within an engaging story line can impact student learning. An episodic adventure series, MedMyst (http://medmyst.rice.edu), focuses on infectious diseases and the microbes that cause them. The website is not intended to replace classroom instruction, but rather to engage students in problem-solving activities not likely to be encountered elsewhere. It also provides scientists with a resource to introduce microbiology to adolescent audiences through outreach activities. In the online adventure, the player (student) enters a futuristic world in which he or she becomes a “Reconstructor,” a member of an elite team charged with preventing the spread of infectious disease. The series consists of three “missions,” each lasting approximately 30 to 40 minutes and designed to address a limited set of learning objectives. Middle school students participated in the creation of the characters and the stylized design through focus groups. Classroom teachers oversaw the alignment of the web adventure objectives with the National Science Content Standards. Scientists and clinicians reviewed the web adventure for content and accuracy. A field test involving over 700 students from nine different schools assessed the knowledge gains attributable to playing MedMyst. Gain scores from pretest to posttest indicated that middle school students retained important information by interacting with the online material for as little as 30 minutes per adventure; however, gains for high school students were less persuasive, perhaps indicating a different learning tool or content is required for this age audience.en_US
dc.embargo.termsnoneen_US
dc.identifier.citationMiller, Leslie M., Moreno, Janette, Estrera, Vicky, et al.. "Efficacy of MedMyst: an Internet Teaching Tool for Middle School Microbiology." Microbiology Education, 5, (2004) 13-20. https://hdl.handle.net/1911/71101.en_US
dc.identifier.grantIDR25-RR15295 (National Institutes of Health, National Center for Research Resources)en_US
dc.identifier.urihttps://hdl.handle.net/1911/71101en_US
dc.language.isoengen_US
dc.titleEfficacy of MedMyst: an Internet Teaching Tool for Middle School Microbiologyen_US
dc.typeJournal articleen_US
dc.type.dcmiTexten_US
Files
Original bundle
Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
Efficacy of MedMyst.pdf
Size:
157.36 KB
Format:
Adobe Portable Document Format
License bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
1.61 KB
Format:
Item-specific license agreed upon to submission
Description: