Stimulant drinks containing caffeine and glucose increase the heartrate of water fleas, students have demonstrated at the Esat Young Scientist and Technology Exhibition.
Raymond O'Brien (14) and Alan O'Gorman (14), third-year students at St Caimin's Community School, Co Clare, examined the heartbeat of Daphnia water fleas when they are placed in a solution containing a well-known caffeine-based drink. Their results show the heartbeat increased.
Water fleas were then placed in a solution containing a glucose energy drink. Again, the heartbeat increased.
The resulting increase in the heartrate of the Daphnia, which are found mostly in freshwater systems, is easy to see when viewed through a microscope. Its thin skin is transparent. Heartbeats were manually tapped out on a computer key while viewing the water flea through the microscope.
The suggestion that secondary school students should be tested for colour-blindness as part of their career guidance is a conclusion from research prepared by Ronan Donovan (13), a second-year student in St Gerard's, Bray.
He wanted to see if colourblindness among fourth-year students could affect their career choice. In his study of 50 students, Ronan tested his sample group for colour-blindness and asked them their career choice.
His results showed that two boys, whom he found to be colour-blind, had wanted to be a pilot and an electronics technician respectively, careers in which perfect colour vision is essential. Absence of colourblindness is also desirable in other professions, including veterinary, navigation and some disciplines of science.
Colour-blindness only affects males. Ronan's study found 20 per cent of male subjects were colour-blind.
A study by Wexford students found Playstation players experienced an increased level of concentration, a faster hand-eye co-ordination and quicker reaction in the short term after playing an "aggressive" and then a "non-aggressive" game.
Eoghan Quigley (14) and Jamie Horan (13), second-year students in St Peter's College, Wexford, examined the effects of computer-gaming on children aged between 11 and 16.
Based on their study, which also compared student concentration levels, they recommend gaming as a mode of learning in classrooms.
The students also recommend gaming as a way of improving hand-eye co-ordination.