Leslie Miller

ORCID: 0000-0003-2433-7890
Publications
Citations
Views
---
Saved
---
About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Innovative Teaching and Learning Methods
  • Digital Storytelling and Education
  • Teaching and Learning Programming
  • Biomedical and Engineering Education
  • Digital Games and Media
  • Impact of Technology on Adolescents
  • Mobile Learning in Education
  • Innovations in Medical Education
  • Animal and Plant Science Education
  • School Health and Nursing Education
  • Educational Strategies and Epistemologies
  • Linguistic Variation and Morphology
  • Neuroscience, Education and Cognitive Function
  • Multilingual Education and Policy
  • Child Development and Digital Technology
  • Radio, Podcasts, and Digital Media
  • Learning Styles and Cognitive Differences
  • Online and Blended Learning
  • Health Sciences Research and Education
  • Gender and Technology in Education
  • Health Literacy and Information Accessibility
  • Career Development and Diversity
  • Outdoor and Experiential Education
  • Usability and User Interface Design

Rice University
2008-2017

University of California, Irvine
2004

Baylor College of Medicine
1988-1991

Saint Louis University Hospital
1991

Houston Independent School District
1972

The University of Texas at Austin
1972

This study investigated the knowledge gains and attitude shifts attributable to a unique online science education game, Uncommon Scents. The game was developed teach middle school students about biological consequences of exposure toxic chemicals in an environmental context, as well risks associated with abusing these inhalants. Middle (n = 444) grades six through eight participated consisting pre-test, three game-play sessions, delayed post-test. After playing demonstrated significant...

10.1007/s10956-011-9319-y article EN cc-by-nc Journal of Science Education and Technology 2011-06-03

10.1016/j.chb.2004.02.011 article EN Computers in Human Behavior 2004-03-20

10.1007/s11422-012-9408-0 article EN Cultural Studies of Science Education 2012-03-26

A multimedia game was designed to serve as a dual-purpose intervention that aligned with National Science Content Standards, while also conveying knowledge about the consequences of alcohol consumption for secondary school audience. tertiary goal positively impact adolescents' attitudes toward science through career role-play experiences within game. In pretest/delayed posttest design, middle and high students, both male female, demonstrated significant gains on measures content science. The...

10.1187/cbe.11-04-0040 article EN cc-by-nc-sa CBE—Life Sciences Education 2012-03-01

(1971). Ethnic stereotyping and judgments of children's speech. Speech Monographs: Vol. 38, No. 3, pp. 166-170.

10.1080/03637757109375706 article EN Speech Monographs 1971-08-01

Most of today's students are skilled in instant messaging, Web browsing, online games, and blogs. These have become part the social landscape changed how we learn where learn. The question becomes to harness attractiveness ubiquity electronic venues toward goal teaching neuroscience. At Rice University Center for Technology Teaching Learning, a central focus is creation innovative materials that appeal middle school students. A recent project was undertaken through Science Education Drug...

10.1187/cbe.05-08-0115 article EN CBE—Life Sciences Education 2006-06-01

American Indian and Alaska Native (AI/AN) youth face multiple health challenges compared to other racial/ethnic groups, which could potentially be ameliorated by the dissemination of evidence-based adolescent promotion programs. Previous studies have indicated that limited trained personnel, cultural barriers, geographic isolation may hinder reach implementation programs among AI/AN youth. Although Internet access is variable in communities across United States, it swiftly steadily...

10.2196/resprot.6017 article EN cc-by JMIR Research Protocols 2016-11-21

Two online science education games, in which players learn about the risks of prescription drug abuse context investigating crimes, were evaluated to determine shifts attitudes attributable game exposure. High school students from grades 11 and 12 ( n = 179) assigned one games participated a pretest, two game-play sessions, delayed posttest. Students both groups demonstrated more negative toward after playing game, driven by changes students' normative beliefs their ability make connection...

10.2190/de.43.3.d article EN Journal of Drug Education 2013-09-01

New technological and cultural developments surrounding adolescents’ use of the World Wide Web offer an opportunity for turning aspects Internet gaming phenomenon to advantage neuroscience education. Specifically, experimental project transmit problem-based learning National Science Standards through interactive adventure is reported here. The Reconstructors episodic Web-based series entitled Medicinal Mysteries from History. It funded by Institute on Drug Abuse, first focuses opioids. was...

10.1177/107385840200800106 article EN The Neuroscientist 2002-02-01

Can web-based technology be used to effectively introduce or reinforce aspects of microbiology middle school students? This central hypothesis examines whether brief exposure a web adventure format containing virtual lab experiments and computer games within an engaging story line can impact student learning. An episodic series, MedMyst (http://medmyst.rice.edu), focuses on infectious diseases the microbes that cause them. The website is not intended replace classroom instruction, but rather...

10.1128/jmbe.v5.73 article EN Microbiology Education 2004-05-01

Advancements in technology are transforming the educational landscape at a rapid pace, impacting educators, students, and researchers. In particular, educators increasingly using computer-based games as learning environments with focus on education over entertainment. The emerging phenomenon of serious gaming requires new approaches to serve growing number people them better understand their effectiveness, impact, challenges they pose. Serious offer fertile ground for studying interactions...

10.1145/1940761.1940845 article EN Proceedings of the 2011 iConference 2011-02-08

This article presents an example of how computer software can be used to facilitate collaborative learning and the integration mathematics science. “Snap shots” from a pilot project, with thirty high school juniors who were involved in university summer program, reveal student‐centered is facilitated by technology. exploratory trial provides glimpse what “classroom after next” might look like utilizing groupware instructional settings.

10.1111/j.1949-8594.1996.tb15810.x article EN School Science and Mathematics 1996-02-01

This study explored the manner in which young children utilize meaning clues implicit nonlinguistic aspects of context to aid comprehension difficult sentences. Comprehension reversible passive sentences was measured for degree visual could be helpful sentence understanding. Results indicated a strong reliance on cues by from three seven years age. The use aids as means helping develop strategies is suggested.

10.1080/03637757209375748 article EN Speech Monographs 1972-06-01

ABSTRACT: Based in part on the national health objectives, a survey of behavior and beliefs was administered to ninth 12th grade students at traditional health‐oriented high school. Responses indicated level awareness among both groups for importance widely acknowledged practices, but school consistently rated behaviors as “more important” than their counterparts. Both groups, however, practice yet be fully realized. These findings suggest need continued effort encourage behavioral practices...

10.1111/j.1746-1561.1988.tb05877.x article EN Journal of School Health 1988-08-01
Coming Soon ...