The sudden transition from in-person to virtual learning during the spring 2020 semester posed challenges for students and faculty alike. This paper explores the techniques used by faculty to transform the chemistry and biochemistry curriculum at a Hispanic-serving institution with a significant proportion of firstgeneration students and the response of students to these changes. Faculty utilized an assortment of techniques, including synchronous lectures by video conference, asynchronous prerecorded lectures, online examinations with varying timing policies, and virtual office hours. A survey was completed by 332 students across 26 different courses taught by 11 faculty regarding their preferences for course delivery format and the academic and nonacademic challenges they faced. A paired samples t-test indicated a statistically significant difference in satisfaction with face-to-face instruction (M = 4.13, SD = 0.765) and satisfaction with virtual instruction (M = 3.57, SD = 0.961), t(440) = 13.30, p < 0.001, Cohen's d of 0.63, and Cronbach's α of 0.767. The results indicated a preference for face-to-face instruction. Open-ended survey questions identify that the primary academic challenges faced by students involved technology, understanding material, and difficulty obtaining help, while the primary nonacademic challenges were work issues, focus/motivation, and family issues. These results may inform future practices for virtual instruction.
Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question of whether there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games. A secondary purpose is to provide a method of measuring and examining individual aggression arising from video game play. Total participants examined for this study are N = 1065. This study occurs in three phases. Phase 1 is the development and quantification of the profile combination of traits via latent class profile analysis. Phase 2 is the training of the artificial neural network. Phase 3 is the comparison of each model as a computational model with and without the presence of video game violence. Results suggest that a combination of environmental factors and genetic predispositions trigger aggression related to video games.
His area of expertise and interest includes renewable energy, advanced water treatment, carbon cycle including carbon generation and management, and biofuels. He has extensive expertise in education, research, and outreach in energy resources including water quality and quantity, renewable energy and environmental issues. His research areas of interest include risk-based decision making, renewable energy and water, carbon management and sequestration, energy efficiency and pollution prevention, multiphase flow and process control.
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