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Archive for the ‘Volume 2 (Spring 2009)’ Category

Some of the Not-So-Scientific Discoveries …that I made as an Undergraduate Researcher

(You may also see the full spread of this article in a PDF.)

I was walking across campus one day when a guy with a voice recording device stopped me and asked if I’d be willing to talk for thirty seconds about Rice student life. I must not have seemed very enthusiastic because he insisted I could talk about “anything that mattered to me.” I accepted. When he asked, “What has been the most memorable part of your undergraduate experience?” I started talking about zebrafish and fluorescently labeled embryos, hands-on experience and great mentors, and – “Um, is there anything other than research that you’d like to mention?” I blinked. “Well, yeah, there’s the college system and classes, all that, but – ” “Yeah, that’d be great, can you talk about that, please?”

So for everyone who already knows about the college system and classes, or for anyone who wants to know what it’s like to try research as an undergrad, here is my story. Naturally, there is no single ‘Undergraduate Research Experience at Rice.’ It will depend both on the lab and on the student. Many undergrads probably find it difficult to balance lab with classes, college life, sports, and other hobbies. In the end, though, it all comes down to a conscious decision. We distribute our time according to what matters to us. If you ask any undergraduate researcher what his or her experience is like, the specifics will change, but all of them will agree that they get out as much as they put in. So I can only speak for myself when I say that joining my lab was probably the best academic decision I made while in college. It’s been a lot of fun, and it’s helped me figure out what to do after I graduate, but what I really want to talk about here are the ways in which I have been challenged, and the things that I have learned. Research is hard, but all of the things that make it hard are the things that make it worth it.

I joined Dan Wagner’s lab at the beginning of the second semester of my freshman year. He and Mary Ellen Lane are the two Rice faculty members who work with the zebrafish as a model organism for embryonic development. I started looking for a lab with the idea that I wanted to work on development, a topic that strongly appealed to me even though I knew very little about it. All I knew was that every cell in my body contained the same DNA, and the process by which all of these cells came to be different seemed like a huge, exciting mystery.

From the beginning, I found my research topic fascinating. We try to identify genes that are important for cell and tissue movements during development. I’ve worked on several different projects over the last two years, and I’ve learned more than I ever would have expected. I learned a handful of technical skills, sure, like how to inject embryos at various stages with RNA, how to navigate the compound microscope, or how to tell adult male and female zebrafish apart. I developed more intellectual skills, like how to think of ways to answer a specific question by using the tools available, how to succinctly summarize my data for a group, or how to fit what I was doing into the bigger picture. I also learned a fair amount of developmental biology itself, just by exposure through background reading and lab meetings. But honestly, the biggest revelation, for me, was discovering what science is truly like.

I’d had no prior research experience, and even though I loved biology, I wasn’t initially convinced that I would actually enjoy research. I had always been slightly dysfunctional with school-related labs. They seemed boring and pointless, and I’d always end up knocking a beaker over or forgetting to add HCl at some critical point. But I soon realized that research was nothing like any prior educational experience I’d had. It is a very different way of learning; it has a different final goal. In many introductory science classes, we spend a lot of time taking in massive amounts of very detailed information. This is fine, since in the end we manage to avoid nervous breakdowns and we retain a sense of the bigger picture. In teaching labs, most of us are just doing the work so that we can get the expected result and get out of there (go eat dinner, pass the course, get on with our lives). That’s fine too, since those classes still provide a structured, straightforward introduction to basic experimental procedures and theory.

But when we do research, we’re a part of something much bigger. We can have various motivations for doing the work: 1) it’s a much more entertaining way to spend the afternoon than studying, 2) it will help us learn new skills that will open up doors for the future, 3) we’re so engrossed by the research question that we lose sleep over failed experiments and we want to know if it works this time, 4) we feel valued by a team that we have somehow become a part of, and contributing to something bigger than ourselves gives us a sense of purpose, or 5) all of the above. In any case, the nature of the investment is very different than for schoolwork, and perhaps this is why it comes as a bit of a shock when things don’t run smoothly.

Science is slow, and failure is normal. I was surprised, at first, by how often my experiments didn’t work, but after a while I realized that I’d get there in the end. I just had to keep trying. Patience and perseverance are almost always rewarded. True, luck will come into play, but it’s like everything else in life: there are so many things outside of our control, but we can’t focus on those. We’ll go crazy if we do. We need to focus on what’s in our power. Analyze our options, pick one, and keep going. Sooner or later we run into that beautiful day when everything goes right and we get so much done and something really exciting happens, and then it’s all worth it.

Another major thing that surprised me was the extent to which research is based on human interactions. It is an amazing feeling to be surrounded by people who are eager to share their passion, to answer my questions, to listen to ideas – it is difficult to explain the extent to which this has transformed my academic life. Without the others to guide me and make me think deeper, go farther, push my own intellectual limits, I wouldn’t have grown or learned nearly as much.

I have decided to go to graduate school, because I cannot imagine not being able to do this after I graduate from Rice next year. I know that my experience is not everyone’s, but I think that many types of students can get a lot out of research. I have heard pre-meds comment that it has helped them learn “how to think”, as well as how to keep trying. And it’s good for any science major to get a glimpse into how the process of knowledge actually happens. Again, I can only speak for myself when I say that I don’t regret the time and energy I’ve committed to research. I think that people from any discipline can relate to the importance of finding one’s passion. It doesn’t have to be your career–I know a friend who lives for music even though she is a Bioengineer–but somehow, I stumbled upon mine here.

Celine Santiago is a senior Biochemistry & Cell Biology major at Martel College and the recipient of the 2008 Barry M. Goldwater Scholarship.

Video Gaming: “Sixth Sense?”

(You may also see the full spread of this article in a PDF.)

How often have you heard concerned parents shout, “Video games will rot your mind?” They lead us to believe that video gaming is detrimental, but this is not necessarily true. Recent studies show fascinating results: a little bit of game play has positive effects on spatial skills, attentional capacity, and even emotional development.

Video gaming has been shown to improve spatial skills. A recent study done by Isabelle Cherney at Creighton University in December of 2008 revealed that playing computer games boosts mental rotation skills involving 3-D and 2-D objects. 61 undergraduates performed mental rotation tests, such as the Vandenberg Mental Rotation Test. The Vandenberg Mental Rotation Test asks subjects to determine if two 3-D objects are identical or not. The objects in question are either a similar shape or a rotated version of the starting object. Test score is then calculated on accuracy of identification and how quickly subjects complete it. After playing Antz (3-D) or Tetris (2-D) over the course of either one or two weeks, the subjects were tested. The study found that, on a scale of 0 to 150, the combined mean test scores for males increased from 124.1 to 143.3 while the mean scores for females increased from 111.1 to 140.1 [1]. Significant increases in spatial skills can mean a possible boost in problem solving ability and can definitely help with everyday life.

By engaging the senses, video games stimulate the brain. Research, conducted in 2003 by members of the University of Rochester, Green and Bavelier, showed that playing action video games can at times enhance “attentional capacity,” which is the ability to effectively filter relevant information from the spectrum of sensory inputs that one could devote attention to. When requested to find a target object in specified rings and to ignore distractor objects outside those rings, video game players were better at processing the presented information and quickly and accurately determining which of the two possible target shapes appeared. The measure of compatibility effect in milliseconds for video game players showed that they had enough perceptual resources to be affected by distractor items at high perceptual loads. This was just one of many indications to the notion that video game players have enhanced attention and focus. In a similar portion of the study, the test subjects were required report how many objects were flashed at them, and the performances of the gamers were nearly thirteen percent more accurate than that of the non-gamers. The overall result of the study was that action video gaming can enhance visual-spatial attention [2].

There are even more important benefits derived from relative sensory immersion, and these are gained in the realm of what Eugenie Shinkle at the University of Westminster describes as the “sixth sense” of “proprioception” [3]. Proprioception processes sensory inputs related in the general feel of the body and involves neural input and hypothalamic response. The hypothalamus is an important area of the brain that uses sensory inputs to regulate hormones that control emotional feelings, such as anger, and metabolic processes, such as hunger or fatigue. Video games offer an opportunity for individuals to engage themselves in an interactive experience by inputting commands through an interface; this enables them to directly manipulate the simulated world, rather than to passively watch a world of media unfold. One of Shinkle’s observations is that by adding emotional aspects to a game through meaningful gameplay, game producers have added importance to proprioceptory stimulation. Gestures exhibited by a player are particular evidence that the hypothalamus is being affected by the experience of playing the game because “altering one’s posture or expression can lead to a change in emotional state” [4]. Shinkle concludes that engaging in video games can contribute to one’s emotional development.

Regarding games that offer a “mediated enactive experience,” otherwise known as role-playing games, Wei Peng at Michigan State University found that an active participant gets more out of the experience than a passive onlooker who simply watches the action unfold [3]. By playing an interactive game, the player can safely simulate situations that could happen in “real life without confronting any real danger.”

In 2004, a group of researchers at the University of Wisconsin-Madison performed an in-depth evaluation of many existing games. This study analyzed how meaningful simulations presented in games can improve one’s way of dealing with the world by integrating applied activity with learning (similar to how proprioception is exercised within certain games). One particularly striking example was given through a campaign for a virtual political office in the online game The Sims Online, which forced its participants to compete with each other, think on their feet, and run an engaging intellectual race to woo over thousands of other players who would act as voters. The conclusion of the analysis was that well constructed video games can provide effective simulations that have the potential to “change the landscape of education as we know it” by providing environments that allow players to “participate in valued communities of practice and as a result develop the ways of thinking that organize those practices.”

So what does all of this boil down to? These findings strengthen the evidence that gaming is not necessarily a bad thing. Exercising your senses and learning a little self-control while simultaneously engaging in a bit of fun can produce a positive outcome. The benefits of video gaming have been shown to improve spatial skills, attentional capacity, proprioceptory orientation, and even strengthen learning by providing an applied environment.

Miguel Quirch is a sophomore Biochemistry & Cell Biology major at Martel College.

References

1. Cherney, Isabelle D. 2008. Mom, Let Me Play More Computer Games: They Improve My Mental Rotation Skills. Sex Roles 59: 776-786.
2. C. Shawn Green & Daphne Bavelier. 2003. Action video game modifies visual selective attention. Nature 423: 534-537.
3. Peng, W. 2008. The Mediational Role of Identification in the Relationship between Experience Mode and Self-Efficacy: Enactive Role-Playing versus Passive Observation. Cyberpsychology & Behavior 11: 649-652.
4. Shinkle, Eugenie. 2008. Video games, emotion and the six senses. Media Culture Society 30: 907-915.