Gamification of instructional activities is a useful approach that educators can use to promote more effective learning environments by increasing problem-solving, critical thinking and competence in the classroom. 'KAHOOT!' is an online multi-player real-time quiz game that allows students to measure learning in an engaging, immediate and entertaining manner. Lecturers can measure how well students absorb information and tailor their teaching to the next step or re-teach a concept after poor uptake by students. Seventy-two students participated in a 20-question survey about their experiences with 'KAHOOT!'. Engagement scores were correlated with assessment grades to measure if 'KAHOOT!' affected student learning and achievement. The survey was deemed statistically sound in reliability and validity testing, and a principal components analysis (PCA) revealed that the attributes were strongly linked. There was no relationship between engagement score and assessment grade, indicating that 'KAHOOT'!' did not directly increase achievement. However, assessment of individual responses identified that students found it to be a positive social learning technology as it provided a fun, competitive and immersive end to a class. The benefits of fostering engagement, enjoyment and immersion within adult learning are especially important for maintaining a level of achievement within education to ensure that students are better equipped to deal with challenges and can turn a potential failure into an opportunity to improve their scholarship. The challenge provided by this study is to identify now how to measure the value of 'fun' activities in the tertiary classroom as a reinforcer for engagement, participation and learning.
The effective and quick assessment of food preference is important when attempting to identify foods that might function as effective reinforcers in dogs. In the current experiment a food preference assessment was conducted where more highly preferred foods were expected to be associated with faster approaches in a subsequent runway task. Eight dogs were tested in a paired preference assessment offering combinations of two of six types of raw food, including the dog’s staple diet, to identify a rank order of preference for the foods. A different raw food was offered as the staple in two preference tests. The results showed that the staple foods were not preferred as highly as the other foods and that each dog displayed unique and stable preferences for the different foods. In the runway task the dogs were required to walk five metres to obtain a small amount of their most preferred, least preferred or staple foods and latency of approach to the foods was recorded. The approach latencies were faster for their most preferred food compared to their least preferred and the staple foods. The use of a runway to assess reinforcer effectiveness combined an effortful behaviour to obtain food while also requiring the dogs to make a choice, thus precluding the need for more complicated and time-consuming methods of preference assessment. The application of this method for fast and effective identification of preferred reinforcers is currently being investigating further to inform pet owners of simple methods to increase their training successes. Owners of raw food fed dogs are advised to conduct a preference assessment to identify their dogs most preferred food for use as a reinforcer during training.
The common brushtail possum (Trichosurus vulpecula) has been reported to eat vegetation, fruit, invertebrates, and occasionally fungi, eggs and meat. The relative preference between food types found in the wild, however, has not been investigated systematically in a controlled laboratory study. This research investigated captive possums’ food choice using two different methods of preference assessment. The first experiment involved a single stimulus assessment of possums’ (n = 20) consumption of individually presented food items. More than 75% of possums consumed berries, locusts and mushrooms but fewer than 50% of possums consumed fivefinger, raw chicken and eggs. The second experiment that used a paired stimulus assessment to establish relative preference for those foods revealed that no single food was preferred by all possums. Overall locusts were the most preferred food, followed in order of preference by berries, egg, mushrooms, chicken and foliage. The single stimulus preference assessment confirmed the palatability of foods. The paired stimulus assessment provided a rank order of food preferences.//
Background: Stress and compassion fatigue are widely acknowledged as prevalent in workers in ‘caring’ roles, however this has not been widely documented in New Zealand veterinary nurses. Aim: This project aimed to investigate the prevalence of stress and compassion fatigue in New Zealand veterinary nurses. Method: Using an online survey, veterinary nurses were asked to self-report their incidence of stress or compassion fatigue felt as a result of their working environment. Veterinary nurses were also asked to report the ways in which they cope with stress and compassion fatigue, and their likelihood of changing jobs. Results: There were 288 responses to the survey. Of these, 94% of respondents reported feeling stressed and 82% reported experiencing compassion fatigue as a result of their work. 30% of respondents reported an increase in the consumption of alcohol/cigarettes and drugs as a result of stress. Most respondents reported managing their stress and compassion fatigue by talking to colleagues or family. A large number of respondents reported having considered a career change at some stage due to stress or compassion fatigue. Conclusion: This research demonstrates a high incidence of stress and compassion fatigue in New Zealand veterinary nurses, with a low percentage of those seeking professional support. Further investigation into combatable causal factors for stress as it differs from compassion fatigue is warranted to ultimately offer support to veterinary nurses to continue their vocation.
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