Google Street View as a Teaching Tool for Assessing Earthquake Building Damage

Author(s):  
William Davis

Abstract Damage to infrastructure is one of the most visible impacts that earthquakes have on our daily lives. For this reason, introductory undergraduate courses in seismology and related fields often cover earthquake damage in relation to seismic hazard and risk. This topic is commonly introduced by viewing examples of damage, either through static images or videos. Subsequent coursework frequently involves excursions to the field for in-person site inspections and relating the damage to seismic intensity and other parameters of strong ground motion. These field visits provide students with valuable opportunities to apply classroom knowledge to real-world settings. At the time of writing, the recent COVID-19 pandemic has forced many university classes to cancel field visits, depriving students of these experiences. In this EduQuakes article, I present a lesson plan that attempts to simulate a field visit for assessing earthquake damage in an online setting using the interactive online resource Google Street View to view an area before and after an earthquake. This format facilitates active and exploratory learning and encourages students to build the necessary skills required for further studies in more advanced geoscience courses. I include the lesson plan and a compilation of relevant resources in the supplemental material to this article.

Author(s):  
Ikhsan Fuady ◽  
Rangga Saptya MP

<p align="center"><strong>Abstrak</strong></p><p><em>Pemanfaatan game dikalangan remaja memiliki peran yang efektif sebagai wadah untuk hiburan. Tetapi pemanfaatan game tidak tepat memiliki efek samping game terhadap kehidupan sehari hari remaja, mulai dari kurang bersosialIsasi hingga perilaku kekerasan dikalangan remaja. Penyuluhan terhadap remaja bertujuan untuk memberikan pemahaman kepada remaja tentang variasi game berdasarkan rating pengguna, maupun cerdas dalam manajemen penggunaan game dalam kehidupan remaja sehari hari. Pengetahuan remaja tentang varian/ragam game berdasarkan rating relatif rendah sebagaian besar pemengetahuannya tersebar pada kategori sangat rendah dan rendah yaitu sebesar 65 persen. Metode edukasi dan sosialisasi ini adalah dengan beberapa tahapan. Tahap pertaman tim pengabdian memberikan edukasi dan diskusi tentang beragam bentuk game, karakteristik, serta karakteristik pengguna game yang tepat. Selanjutnya beberapa permainan dan kuis untuk meingkatkan literasi remaja tentang pemanfaatan game secara bijak. Kegiatan penyuluhan ini mampu meningkatkan pemahaman para remaja dalam mengenali game yang baik digunakan, hal ini dapat dilihat dari peningkatan pengetahuan remaja relatif signifikan sebelum dan sesudah penyuluhan.</em></p><p><strong>Kata kunci<em>:</em></strong><strong><em> </em></strong><strong><em>Edukasi, Game, Penyuluhan </em></strong></p><p align="center"><em> </em></p><p align="center"><strong>Abstract</strong> </p><p><em>The use of games among teenagers has an effective role as a forum for entertainment. But the improper use of games has the side effects of games on the daily lives of adolescents, ranging from lack of socialization to violent behavior in adolescents. Counseling against adolescents aims to provide understanding to adolescents about the variety/variance of games based on user ratings, as well as being smart in managing game use in daily teenage life. Teenagers' knowledge about game variants/based on the rating is relatively low, most of the knowledge is spread in the very low and low categories, which is 65 percent. The method of education and outreach is by several stages. The first stage of the dedicated team provided education and discussion about various forms of games, characteristics, and characteristics of the right game user. Furthermore, some games and quizzes to improve teen literacy about game use wisely. This counseling activity can increase the understanding of teenagers in recognizing games that are well used, this can be seen from the relatively significant increase in adolescent knowledge before and after counseling.</em></p><p><strong>Keywords<em>:</em></strong><em> <strong>Education, Games, Counseling</strong></em></p>


IEEE Access ◽  
2021 ◽  
pp. 1-1
Author(s):  
Ervin Yohannes ◽  
Chih-Yang Lin ◽  
Timothy K. Shih ◽  
Chen-Ya Hong ◽  
Avirmed Enkhbat ◽  
...  

2021 ◽  
Vol 22 ◽  
pp. 101226
Author(s):  
Claire L. Cleland ◽  
Sara Ferguson ◽  
Frank Kee ◽  
Paul Kelly ◽  
Andrew James Williams ◽  
...  

2012 ◽  
Vol 18 (39) ◽  
pp. 693-698
Author(s):  
Eisuke TABATA ◽  
Kazemitsu FUKAMATSU ◽  
Kazuhisa TSUNEKAWA ◽  
Gen TANIGUCHI

2020 ◽  
Vol 11 (2020) ◽  
Author(s):  
Pauline Chasseray-Peraldi

Images of encounters between animals and drones or Google Street View cars are quite viral on the web. This article focuses on the different regimes of animacy and conflicts of affects in these images using an anthropo- semiotic approach. It investigates how other- ness reveals something that exceeds us, from the materiality of the machine to systems of values. It suggests that the disturbance of ani- mal presence in contemporary digital images helps us to read media technologies.


2018 ◽  
Vol 52 (21) ◽  
pp. 12563-12572 ◽  
Author(s):  
Kyle P. Messier ◽  
Sarah E. Chambliss ◽  
Shahzad Gani ◽  
Ramon Alvarez ◽  
Michael Brauer ◽  
...  

2016 ◽  
Vol 16 (1) ◽  
Author(s):  
Chris Clews ◽  
Roza Brajkovich-Payne ◽  
Emily Dwight ◽  
Ayob Ahmad Fauzul ◽  
Madeleine Burton ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document