Educational Technology

Interactive Visualizations, Simulations, and Games for Science and Math Learning: Comparing Goals, Affordances, and Challenges across Approaches

Day: 
Thu

This interactive poster session brings together 12 projects using a range of interactive computer technologies to compare goals, affordances, and challenges across approaches.

Date/Time: 
2:00 pm to 4:00 pm
Session Type: 
Structured Poster Session

This interactive poster session brings together 12 projects using a range of interactive computer technologies to improve science and math learning. The approaches range from interactive simulations to fully-immersive, multi-player games. In addition to increasing communication and collaboration among these researchers, a key goal of this session is to discuss what drives the wide range in approaches to using interactive technologies.

Digital Curricula in Secondary Science: Developing UDL Materials, Envisioning UDL Classrooms

Day: 
Thu

Presenters will discuss the challenges and successes encountered in customizing inquiry science curricula according to the principles of universal design for learning (UDL) and in then enacting those Web-delivered curricula in secondary classrooms. 

Date/Time: 
2:00 pm to 4:00 pm
Session Type: 
Panel

Presenters will discuss the challenges and successes encountered in customizing inquiry science curricula according to the principles of universal design for learning (UDL) and in then enacting those Web-delivered curricula in secondary classrooms.

Deeply Digital Curriculum - The Changing Landscape of Teaching and Learning

Day: 
Thu

Presenters discuss how emerging technology and policy trends may shape the way science curriculum is developed and used in teaching and learning. Participant limit: 25

Date/Time: 
10:00 am to 12:00 pm
Session Type: 
Panel
Session Materials: 

How should science curriculum developers respond to the changing technological landscape in school and out?

Snow and Global Climate: An Online Course to Facilitate Scientist and Teacher Collaboration

Day: 
Thu

Investigations in Cyber-enabled Education presents an online course designed to facilitate collaboration between scientists and teachers. Participants will explore and provide feedback on course products. Please bring your laptop to participate. Participant limit: 20

Date/Time: 
8:30 am to 9:45 am
Session Type: 
Product Feedback Session
Presenters: 
Session Materials: 

This session will showcase and solicit feedback on a prototype online learning community designed to facilitate collaboration between teachers and scientists. A team of scientists and education researchers at the University of Alaska Fairbanks Geophysical Institute developed the learning community as part of the Investigations in Cyber-enabled Education (ICE) Program, a DR K–12 program. The unique learning community is the central component of an online course for secondary teachers.

New Web-based Tools to Help Students (and Teachers) Who Find STEM Content Challenging

Day: 
Thu

Participants will be asked to view and discuss free tools that Dynabook and SmartGraphs are developing. These Web-based tools link multiple visual representations and allow immediate feedback to teachers and students.

Date/Time: 
8:30 am to 9:45 am
Session Type: 
Product Feedback Session
Session Materials: 

The capabilities of interactive, Web-based media offer approaches that can be especially valuable to students and teachers who find STEM content challenging to learn. Through the lenses of both general education and special education, the presenters are designing new products to be effective for all teachers and students. Web-based tools link multiple visual representations and allow immediate feedback to teachers and students. See and discuss free tools that Dynabook and SmartGraphs are developing.

Gaming to Learn

Day: 
Thu

Four NSF-funded gaming project leaders will discuss pedagogical strategies and issues related to designing and implementing STEM educational games.          

Date/Time: 
10:00 am to 12:00 pm
Session Type: 
Panel
Session Materials: 

In this session, panelists from five NSF-funded gaming projects will discuss ways in which digital game-based learning can enable learner-led exploration, taking games beyond the "quiz" model many educators still think of.

References: 

Csikszentmihalyi, Mihaly. (1990). Flow: The Psychology of Optimal Experience. HarperCollins. 

Powers, William T. (1973). Behavior: The Control of Perception. Chicago: Aldine.

Resources mentioned during the presentation:

Best Practices for Metrics Collection and Analysis

Author(s): 
Lightle, K.
Almasy, E.
Barbato, L.
Clark, S.
George, Y.
Hsi, S.
Lowe, C.
MacKinney, P.
McIlvain, E.
Organization: 
NSDL Working Group
Year: 
2010
Month: 
August

 

This report provides recommendations and best practices suggestions for the use of metricsin digital library project evaluation, formulated by the National Science Digital Library(NSDL) Metrics Working Group.

In this document, we provide an overview of which metrics are useful for assessing digitallibrary activities, make recommendations on how to collect those metrics, and provide examples of how to use collected metrics in larger evaluation efforts.

 

Discipline / Topic: 
Tool Type: 
Resource Format: 

Blogs: Enhancing links in a professional learning community of science and mathematics teachers

Author(s): 
Loving, C. C.
Schroeder, C.
Kang, R.
Shimek, C.
Herbert, B.
Publication Type: 
Journal
Year: 
2007
In press?: 
In Press
Resource Format: 

Loving, C. C., Schroeder, C., Kang, R., Shimek, C., & Herbert, B. (2007). Blogs: Enhancing links in a professional learning community of science and mathematics teachers. Contemporary Issues in Technology and Teacher Education [Online serial], 7(3). Available: http://www.citejournal.org/vol7/iss3/maintoc.cfm.

Pages

Subscribe to Educational Technology