Educational Technology

Using Simulations to Support Students’ Conceptual Development Related to Wildfire Hazards and Risks from an Experiential Learning Perspective

From the experiential learning perspective, this study investigates middle and high school students (n = 1009) who used an online module to learn about wildfire hazards, risks, and impacts through computational simulations of wildfire phenomena. These students were taught by 18 teachers in urban, rural, and suburban schools across the United States. We analyzed students’ simulation behaviors captured in log files, responses to an assessment administered before and after the module, and demographic surveys, as well as teachers’ responses to a post-module implementation survey.

Author/Presenter

Trudi Lord

Paul Horwitz

Hee-Sun Lee

Amy Pallant

Christopher Lore

Lead Organization(s)
Year
2024
Short Description

From the experiential learning perspective, this study investigates middle and high school students (n = 1009) who used an online module to learn about wildfire hazards, risks, and impacts through computational simulations of wildfire phenomena.

Shining Light on Preschool Science Investigations: Exploring Shadows and Strengthening Visual Spatial Skills

Young children are naturally interested in light and shadows, thus providing a meaningful context to introduce preschool science investigations. As children explore how shadows are made and change, they also have opportunities to develop math skills, specifically visual spatial awareness. In this article, we describe a set of light and shadows activities. Through these playful hands-on and digital app investigations, children explore how shadows are made and change.

Author/Presenter

Danae Kamdar

Tiffany Leones

Regan Vidiksis

Ximena Dominguez

Year
2024
Short Description

Young children are naturally interested in light and shadows, thus providing a meaningful context to introduce preschool science investigations. As children explore how shadows are made and change, they also have opportunities to develop math skills, specifically visual spatial awareness. In this article, we describe a set of light and shadows activities.

Toward Ethical and Just AI in Education Research

Front cover of the Toward Ethical and Just AI in Education Research Brief. Includes a stylized CADRE logo.AI in education has many potential uses as well as limits, challenges, and dangers.

Author/Presenter

Tiffany Barnes, Joshua Danish, Samantha Finkelstein, Ole Molvig, Sarah Burriss, Megan Humburg, Heidi Reichert, Ally Limke
 

Year
2024
Short Description

AI in education has many potential uses as well as limits, challenges, and dangers. In this brief, the authors explore how to promote equitable and just educational futures with AI.

A Pilot Study on Teacher-Facing Real-Time Classroom Game Dashboards

Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard. This two-phase process included a workshop to elicit teachers' requirements for such a tool, and a pilot study of our dashboard prototype.

Author/Presenter

Luke Swanson

David Gagnon

Jennifer Scianna

Year
2022
Short Description

Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard.

A Pilot Study on Teacher-Facing Real-Time Classroom Game Dashboards

Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard. This two-phase process included a workshop to elicit teachers' requirements for such a tool, and a pilot study of our dashboard prototype.

Author/Presenter

Luke Swanson

David Gagnon

Jennifer Scianna

Year
2022
Short Description

Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard.

A Pilot Study on Teacher-Facing Real-Time Classroom Game Dashboards

Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard. This two-phase process included a workshop to elicit teachers' requirements for such a tool, and a pilot study of our dashboard prototype.

Author/Presenter

Luke Swanson

David Gagnon

Jennifer Scianna

Year
2022
Short Description

Educational games are an increasingly popular teaching tool in modern classrooms. However, the development of complementary tools for teachers facilitating classroom gameplay is lacking. We present the results of a participatory design process for a teacher-facing, real-time game data dashboard.

Exploring Players' Experience of Humor and Snark in a Grade 3-6 History Practices Game

In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game. We conducted a 2x2 randomized experiment with 11,804 anonymous 3rd-6th grade students. Using one-way ANOVA and Kruskall-Wallis tests, we find that changes to the script produced measurable results in the self-reported perceived humor of the game and the likeability of the player character.

Author/Presenter

David J. Gagnon

Ryan S. Baker

Sarah Gagnon

Luke Swanson

Nick Spevacek

Juliana Andres

Erik Harpstead

Jennifer Scianna

Stefan Slater

Maria O.C.Z. San Pedro

Year
2022
Short Description

In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game.

Exploring Players' Experience of Humor and Snark in a Grade 3-6 History Practices Game

In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game. We conducted a 2x2 randomized experiment with 11,804 anonymous 3rd-6th grade students. Using one-way ANOVA and Kruskall-Wallis tests, we find that changes to the script produced measurable results in the self-reported perceived humor of the game and the likeability of the player character.

Author/Presenter

David J. Gagnon

Ryan S. Baker

Sarah Gagnon

Luke Swanson

Nick Spevacek

Juliana Andres

Erik Harpstead

Jennifer Scianna

Stefan Slater

Maria O.C.Z. San Pedro

Year
2022
Short Description

In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game.

Exploring Players' Experience of Humor and Snark in a Grade 3-6 History Practices Game

In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game. We conducted a 2x2 randomized experiment with 11,804 anonymous 3rd-6th grade students. Using one-way ANOVA and Kruskall-Wallis tests, we find that changes to the script produced measurable results in the self-reported perceived humor of the game and the likeability of the player character.

Author/Presenter

David J. Gagnon

Ryan S. Baker

Sarah Gagnon

Luke Swanson

Nick Spevacek

Juliana Andres

Erik Harpstead

Jennifer Scianna

Stefan Slater

Maria O.C.Z. San Pedro

Year
2022
Short Description

In this paper we use an existing history learning game with an active audience as a research platform for exploring how humor and "snarkiness" in the dialog script affect students' progression and attitudes about the game.

Leveraging Cluster Analysis to Understand Educational Game Player Experiences and Support Design

The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. As a game is subjected to large-scale player testing, the designers require inexpensive, automated methods for categorizing patterns of player-game interactions. In this paper we present a simple, reusable process using best practices for data clustering, feasible for use within a small educational game studio.

Author/Presenter

Luke Swanson

David Gagnon

Jennifer Scianna

John McCloskey

Nicholas Spevacek

Stefan Slater

Erik Harpstead

Year
2022
Short Description

The ability for an educational game designer to understand their audience's play styles and resulting experience is an essential tool for improving their game's design. In this paper we present a simple, reusable process using best practices for data clustering, feasible for use within a small educational game studio.