Brain 3M - A new approach to learning about brain, behavior, and cognition

Ping Li, Lauren E. Chaby, Jennifer Legault, Victoria A. Braithwaite

Research output: Chapter in book / Conference proceedingConference article published in proceeding or bookAcademic researchpeer-review

1 Citation (Scopus)

Abstract

By combining emerging technologies with cognitive and education theories, we are capitalizing on recent findings from adaptive exploration and embodied learning research to address significant gaps in the education of brain sciences for school children and college level students. Through the development of virtual learning tools in combination with innovative education techniques, we are testing novel ways to train students of all ages about the function, anatomy, and evolutionary history of brains. The approach we are taking focuses on key brain regions that are typically taught in college-level introductory courses, as well as a comparative component that introduces features and specializations of other vertebrate brains. By adopting methods grounded in cognitive and learning science theories, we are studying how technology-rich platforms promote better learning and knowledge about the brain. The first phase of the project is aimed at transforming learning by allowing school students to digitally manipulate brain structures, identify real brain images, and 3D print and assemble brain models of different animals. Our aim is to determine how learning in this technology-rich context compares with traditional classroom learning. To test this, we will use behavioral studies that assess the learner's knowledge and the efficacy of knowledge integration into long-term memory. Understanding the brain is a highly interdisciplinary endeavor that bridges neuroscience, psychology, education, biological and medical sciences. We call this approach Brain3M, because it is a combination of (1) virtual brain interfaces in the form of Mobile device apps (e.g., on smartphones and tablets) and web-based tools for learning; (2) Magnetic resonance images (MRI) that connect with mobile and web interfaces, and (3) 3D printing Models and puzzles of vertebrate brains. The goal is to devise technological tools for learning about brains, as well as understanding the mind through investigating learner experiences with the technology. The research represents a significant step in bringing together technology, learning, and the brain.

Original languageEnglish
Title of host publicationProceedings of the 12th International Conference on Cognition and Exploratory Learning in the Digital Age, CELDA 2015
EditorsDirk Ifenthaler, Dirk Ifenthaler, J. Michael Spector, Pedro Isaias, Luis Rodrigues, Demetrios G. Sampson
PublisherInternational Association for Development of the Information Society (IADIS)
Pages323-326
Number of pages4
ISBN (Electronic)9789898533432
Publication statusPublished - 1 Jan 2015
Externally publishedYes
Event12th International Conference on Cognition and Exploratory Learning in the Digital Age, CELDA 2015 - Maynooth, Greater Dublin, Ireland
Duration: 24 Oct 201526 Oct 2015

Publication series

NameProceedings of the 12th International Conference on Cognition and Exploratory Learning in the Digital Age, CELDA 2015

Conference

Conference12th International Conference on Cognition and Exploratory Learning in the Digital Age, CELDA 2015
CountryIreland
CityMaynooth, Greater Dublin
Period24/10/1526/10/15

Keywords

  • 3D brain models
  • 3D printing
  • Adaptive exploratory learning
  • Embodied cognition
  • Virtual brain interface

ASJC Scopus subject areas

  • Education
  • Computer Science Applications
  • Human-Computer Interaction

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