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Exploring different aspects of brain development

e exploring different aspects of brain development and how nature and nurture influence its development. Instructions: After reading about brain development from the prenatal period through adolescence: • Choose two aspects of brain development that were of most interest to you. • Describe these aspects of brain development and explain why you found them interesting/important. For many years, scientists believed that brain development was strictly controlled by “nature” (genetics, biological development). According to the neuroconstructivist view, we now know that development of the brain is significantly influenced by nurture (experience). The ability of experience to change the structure and/or activity of the developing brain is known as “neuroplasticity.” • Give two examples of how experience can impact brain development in an adverse way. • Give two examples of how experience can impact brain development in a positive way. • How can the concept of neuroplasticity be practically applied to furthering positive brain and behavioral outcomes? Support your view with a scholarly research article that demonstrates how experience can change the brain/behavior for the better. Post the link to the article for your classmates to review. Briefly summarize the key findings of the article.

Sample Solution

mporary society, students are accustomed to receiving information through interactive learning environments due to the rise of social media. Their knowledge of news and education outside of the classroom comes from informal experiences such as posts and videos on platforms such as Snapchat or Instagram. In contrast, according to Elliot Hu-Au and Joey J. Lee, a doctoral student and a lecture professor, respectively, of Columbia University, students’ education in a classroom setting comes from “transmissionist methods such as lectures, leading to passive, disengaged students”(Hu-Au and Lee 2). Because students are more accustomed to interactive learning environments, school environments are boring, leading to disengagement. A study conducted by Dorothy Lucardie, a researcher and administrator of adult education, found that in a learning environment “fun and enjoyment did provide a great motivator for participation and learning” and that it aided in a “greater absorption of the learning content” (Lucardie 6). This study shows that disengaged students who take no interest in class education, have lower absorption of content, thus leading to a worse overall learning experience. Also, an increase in student disengagement leads to “many unfavourable behaviours hindering student success, including dissatisfaction, negative experience, and dropping out of school”(Hu-Au and Lee 4). The introduction of VR to educational facilities can “provide an opportunity to boost student engagement”(Hu-Au and Lee 4). VR allows a student to have hands-on experience with all types of situations. This experience likely is new to many students, encouraging them to stay engaged with VR. Student disengagement is clearly linked to lower learning capabilities and because VR boosts student engagement, VR should be implemented into educational facilities. Already many facilities such as The Arlington Science Focus School in Arlington, VA; the Gaelscoil Eoghain Ui Thuairisc school in Carlow, Ireland; the Drury University in Springfield, MO; and many others are seeing the advantages of education through VR implementation. They have found that the introduction of VR into educational institutes beneficially affected the way students understood a concept. Marianne Stenger, a journalist from the online education provider OpenColleges, claims that it allows students to “learn from realistic scenarios without the risk of practicing an unfamiliar skill in an uncontrolled real-life situation”(Stenger 3). It also makes it possible to simulate environments. A common misconception is that VR is used only for video games, however, according to Stephen Babcock, the Market Editor for Technical.ly Baltimore, its “increased accessibility also presents an opportunity to use virtual reality in fields beyond” these game environments (Babcock 1). This simulation can range from environments as small as the inside of a biological cell to as big as space. This immersion creates educational settings where students are e
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